2,200 Commits over 578 Days - 0.16cph!
- Quick room toggle test (commented out)
- Enemies and loot crates are now parented to their spawning room
- Disabled enemy chatter speech bubbles for now
- Gameobjects that get swapped in for old ones using LevelBuild_Spawn script now get parented to the previous objects parent. So they get grouped to the rooms
- Mouse cursor visiblity is now toggled with F4 UI
- Added level debug UI from shelf to main, press F4 to toggle room slider
- Added SECTR Complete from asset store, ready to try integration with DunGen
- Room minimap geometry no longer casts or receives shadows
- Rebuilt prefabs to update hatch links to new laser turret
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- Changed the way minimap rendering works
- Room now builds it's own minimap object at runtime, combining all it's collision/map data
- Rebuilt prefabs
- At levelgen init, Level component now calculates the extents for the whole level, from all of it's rooms extents
- Disabled the outline effect on minimap which (I think) does nothing
- Reduced size of trigger collider in room J
- rebuilt prefabs
- Added a simple scale anim to feedback banner in town and changed the colour to be different to other town interactables
- Feedback form now always gives input field focus
- Feeedback form now multiline
- Stopped some old keybinds triggerering shit when typing certain letters in feedback tool
- More stuff needed for feedback tool
- Added steamworks library stuff
- If a mission is required to spawn multiple mission obejcts, one is always added to the final room.
- Added cocktail to Your Round mission.
- Fixed collision problem in room J (I think)
- Rebuilt prefabs
- Added booze asset pack
FOR FUCK SAKE setting player collision to player layer for projectile
FOR FUCK SAKE rebuilt prefab room (tweaked reflection probe setting)
FOR FUCK SAKE tweak factory skin lighting (purple light was a bit too much purple)
FOR FUCK SAKE particle switched to ignore fog shader version
FOR FUCK SAKE factory light skin/glow material
FOR FUCK SAKE recompile standard foreground shader (?)
!A light material variation
- Added bool to set light colours or not to LevelSkin and a safety check
- LevelSkin can now set the colour of all lights
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- Fixed layer issue with spikeys stopping laser beams
- Fixed scale of laser beam turret
- Added a new room to Factory tileset
- Rebuilt prefabs
- Reworked floor spawning turret setup. All floor hatches now have a 20% chance to spawn a turret (currently single or quad) and we can easily change which turrets can be spawned.
- Added prefabs for floor turrets
- Rebuilt prefabs
- More old prefab purging
FOR FUCK SAKE revert to unity 5.2.2
FOR FUCK SAKE bunch or WIP background work
FOR FUCK SAKE asteroid prefab fix
- Merged save rework back to main. Seems ok?
- Branching for first half of Save system rework. Changed a lot of things as part of it. Probably broke some stuff
- Removed turret spawn script from FloorHatchA prefab and rebuilt prefabs to fix fuckup
- Fixed bug with missions that don't require level generation to not track mission correctly.
- More turret tidyup/purge/breaking
- Phase1 of turret cleanup/rework:
- Made the three types of turrets in TT boss fight their own prefabs so they never get fucked
- Fixed some stuff in TT boss fight
- TT mission is fucked and can't debug it
- Level building code work.
- Rebuilt all prefabs
- Testing runtime turret spawning
- Laser turret test