2,200 Commits over 578 Days - 0.16cph!
- Fixed bug with abilities starting on cooldown when first assigned
- Added a new Speed Boost ability, grants 50% speed/accel for 5 seconds, 15 sec cooldown.
- Movement modifiers are no longer capped at 100%
- Added a new ability category, Speed
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- Time slow shield size increased and speed reduced
FOR FUCK SAKE rebuilt factory room prefab to fix weird room
FOR FUCK SAKE all factory wall asset with back wall
- Projectiles can now be set to allow zero velocity
- Timeslow shield changed: It will now move in the initial direction of the shoot stick if the player is firing or will remain stationary if the shoot stick is not being aimed
- Ability scriptable objects now have link to the abilty prefab
- Ability SOs now launch/init abilities
- Removed more old stuff
- More cleanup.
- Ability buttons now restart their cooldown when their ability is set/changed
- Ability UI buttons all now just use one button prefab, and set to disabled/blank when not in use
- AbilityList now loads all ability ScriptableObjects automatically from the folders at startup
- Ability UI buttons are now initialised from ability scriptable objects, including icon, button text, cooldown etc
- Refactoring ability button/activation/UI stuff
- Deleteing old/unusued ability stuff
- Ability system reworking
- Changed Factory1 defaults
FOR FUCK SAKE factory tileset scene
FOR FUCK SAKE factory prefab so ceiling cast shadow from directional light
- Ground work for ability system rework. Added scriptable object setup stuff.
- Tileset lights are now enabled/disabled as you move through rooms
- Room now has a reference to it's tileset's light prefab and also the instance of it
- LevelBuilder now builds a dictionary of needed and spawned tileset lights and assigns Rooms their light instances
- Added some flows + archetypes for asteroids and factoryasteroids
- Starting weapon hack fix for town weapon positions
- Removed the what's new welcome screen in town.
- Reduced branched factory length to 6 from 7
- DunGen flows are now selected by the mission scriptable object definition
- Reorganized flow/archetypes folders
- LevelBuilder now spawns lights from any used tileset in the level. One unique light per tileset. Lights spawn disabled for now.
- Asteroid tileset rebuild
- Prefab building tool now processes any lights with PrefabLink first, taking the last light as the light prefab to use for the whole tileset (should only be one directional light with a PrefabLink script in a tileset). It then updates the rest of the prefab links in the tile set scene and sets any Room prefabs with a link to the prefab for the light used.
- Rebuilt Factory prefabs
- Rebuilt Asteroid prefabs
- Added the light from the asteroid test scene to the asteroid tileset scene and made it a prefab link
- Added RoomType enum to Room
- Set factory rooms to Indoor and Asteroid room to Outdoor
- Rebuilt tileset prefabs
- Added RoomSpawner script to ice room and added a single spawn point so level building doesn't fail for testing
FOR FUCK SAKE factory prefab for doorway position/ added room component on asteroid tile
FOR FUCK SAKE tile prefab, putting doorway at 0 in Y
- Temp fix for cam background
- Entity wander now wanders more frequently :)
- EntityWander now rejects any target positions that aren't in it's Entity's parent room
- Fixed a height bug with EntityWander
- Basic enemy roaming when not aware of player
FOR FUCK SAKE aiming laser material to be more visible
FOR FUCK SAKE missiles prefab, first pass fx
- Majorly reworked more movement stuff. Completely removed BaseEnemyMovement component. BaseMovement is now purely resposinble for providing movement and collision functionality, driven by new AI components or player controls.
- Removed BaseEnemyMovement script from all enemies, now just has BaseMovement
- Added the new basic enemy AI component to all enemies and transferred behaviour settings that used to exist in BaseEnemyMovement
- Changes to Move() and calls
- More movement cleanup. Removed EntitySeperator entirely
- Moved movement speed modifier tracking/applying to a new component, MovementSpeedModifiers that gets added only if a speed modifier is applied for the first time.
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