2,200 Commits over 578 Days - 0.16cph!
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance.
- Collect mission now hides arrows until items are nearby
- Lowered the minimum amount of cash enemies/crates can drop to increase the variety
- Massively increased the range of coin suck-in
- Added a very small random delay before suck-in activates so you can see coins before they're sucked in now the range is bigger
- Placeholder collect item made a bit more obvious with rotation and can now be collected
- LevelBuilder now calls initialise on each room's Room script, which then handles it's own initialisation of spawners etc
- Added Room script to all Factory rooms
- Updated prefabs/scene
- Mission definitions can now set if their mission object locations use the screen-edge arrow navigation stuff or not
- BuildMission now spawns any mission specific objects across the level if required
- Mission system now works with collect missions
- Added a whitebox collect mission prefab
- More spawning changes
- more collect mission work
- Setup menu items for creating Collect missions
- Added collect mission scriptable object types
- Moved some spawn location stuff to SpawnLocations static class and added functions to find spawn locations per-room and per-level
- Started getting collection missions working
- Doubled max level generation attempts to 40
- Slightly changed the mission generation screen to show mission title and mission text
- Setup mission scriptable objects with Buck's text for booze tap and boss missions
FOR FUCK SAKE wall occlusion script to trigger near blur on DOF
FOR FUCK SAKE shader to renderproperly reflection
FOR FUCK SAKE boss room static reflection probe
FOR FUCK SAKE particle star material, switched to shader forge particle shader
FOR FUCK SAKE adding back pipe socket to dungen
- Logging the chosen seed again
- Updated to DunGen beta 2.7
- LevelBuilder now uses the new LengthMultiplier value of DunGen instead of modifying the length values myself
- Removed access to some old screens/features
- Reduced the cooldown timer of the first use of Booze Burner's flamethrower
- Patcher glue now has a 15 degree random angle offset
- Reworked radius blast stuff
- Enemy_Bomb now does area damage on detonate
- Projectiles can now have a random direction offset range
- Removed old blast stuff
- Added placeholder bomb projectile
- Projectiles can now decelerate
- Removed unused Patcher Glue prefab
- Slight refactor of projectiles
- Less Fantastic quality profile
- Quit button highlights to red
- Merged graphics options and escape/options menu UI to main
- ControllerNavigation now sends action1/action 2 button presses
- UIScreenBase now handles interacting with it's screen UI elements
- New UI code for base screen and interactable elements now work with new ControllerNavigation component
- More WIP options screen UI
- Added ControllerNavigation component for gamepad up/down/left/right with repeat time/delay etc as I've pasted the same code about 100 times now
- Shader/image effects level is now saved and automatically applied to all cameras/scenes
- Moved vignette/analogue tv from high to medium
- Shader/image effect quality settings
- Tons of meta files ?
- Excluded some cheat stuff from build
- Fix for the resolution reverting to 720p
- Added a shittier quality profile
- Enemies start using abilities from the first level not the second now
- Put boss back to 3rd mission again ;)
- Dulled down the flash hit effect on TT