2,200 Commits over 578 Days - 0.16cph!
-EntityAnimationToggleActive now has option to make any child BaseEntityes aware of the player on activation (defaulted to true)
-BaseEntities no longer de-aggro when out of range. Might need to revert this.
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- Boozeburner max speed reduced to 280 from 300
- BB flamethrower first use cooldown is now varied by Cooldown + (0-Cooldown)
- Booze burner flamethrower now inherits velocity from ship
- BB flamethrower now fires in bursts even when not in attack range of the player (but needs to be aware of player)
- Gamepad vibration is now cleared on player death
- Boozeburner's flamethrower now damages the player. Massively OP
- Rotor/mixers now has a 50% chance to spin the other way ;)
- Added a shared, minimum cooldown of at least 15 seconds between enemy taunts, across all enemies.
- Enemy healing beams now charge up each heal over HPS seconds and then modify health every whole.
- Enemy healing beams now heal for 1 health per second
- Fixed order of enemy abilities in manager
- Enemies no longer reset to start position when a long way from home
- Setup EnemyAbilityManager again
- Enemies now have a 10% chance of spawning with one of the special abilities (currently just shield or heal)
- Added enemy ability manager to init bootstrap
- Enemies now only aggro the player if they have clear LOS to the player (and in range)
- Ability icons now fade out darker when recharging
- Set ability cooldowns to 15 second as initial test value
FOR FUCK SAKE factory prefab room with light/ fix some floating pipes
- The distance of BaseMovement's FloorCheck can be overriden
- Increased the distance of Initial placement floor check of enemies
- Fixed impact audio effects not playing when the projectile is set to pierce
- More placeholder audio stuff
FOR FUCK SAKE factory room
!A small pipe variation for slope
- Explosion sound effects are now 3D
- Deleted unused script
- Loot table changes for enemies (removed old item drops)
- Enabled timeslow shield for testing, tweaked it some
- More placeholder audio
- Bug fixes
- Level generator now sets the public Seed value to the chosen seed if using a random seed
- More placeholder audio
- Enabled BuzzSaw ability for testing
- Buzz Saw now does 5 damage in each direction, so 10 total if you manage hit stuff on the way out and back in
- Buzz saw is larger
- Buzz saw travels faster
- Increased the aware distance of enemies
- Projectiles take their damage from their prefabs again, no longer forced to 1 in code (most still have a value of 1 though)
- Effects object pooler now creates new objects if none available to recycle
- Reduced length of Factory1
- Increased movement speed of Booze Burner
- Reduced health of enemies
- Exit portal now get's spawned at the player's location when a mission is completed, taking them back to town.
- Level/mission generator script now makes itself the DunGen root object for the level
- Added a enemy spawn percentage slider to LevelBuilder to control how many of the spawn locations get selected. (short-term)
- Objective tracker UI now gets spanwed as part of the InitLevel bootstrap
- Mission generator now adds mission items to the UI tracker at runtime, so the mission arrows now correctly point at the right things!
- Refactored more of the tracker UI
- Enemies now do one floor test on start of level to set their position without moving
- Disabled the mission generating sound effect as it's too annoying even for placeholder
- HACK: Enemy ships take the fly above floor value from the playership. Need to remove this when we use the floor collision component.
FOR FUCK SAKE basic factory room prefab with spawners
FOR FUCK SAKE town with quick area collision
FOR FUCK SAKE camera fog to preview in editor
FOR FUCK SAKE camera height fog. Now offseting with player height
- Enemy spawn pack SO added to destroy mission type
- Added a right stick click graphic to minimap UI
- Removed old, unused gameplay UI prefab
- Split controls and welcome panels up. Control panel is always visible in town.
FOR FUCK SAKE attempt to force update the material
FOR FUCK SAKE town, reverted to flat world
!u portal test visual
!A portal shader
- Mission scriptable object definitions now have a mission text property for when we add brief storyline text
- LevelBuilder can now be forced to use a specific mission from the inspector for testing straight from a level without town
- Added flows and dungeon setup for test mission level
- Added a LevelBuilder component which uses DunGen and mission generator stuff to build levels based on mission settings
- Level folder cleanup
- Increased player speed from 250 to 300
- DunGen runtime generator can now generate a new map while playing when you press space (Editor only)
- Fixed more save issues
- Half-way through bastardizing offscreen indicator pack
FOR FUCK SAKE shaderforge