repospaceshootercancel

2,200 Commits over 578 Days - 0.16cph!

10 Years Ago
- RoomB and Fill1
10 Years Ago
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10 Years Ago
FOR FUCK SAKE interior wall + collision
10 Years Ago
10 Years Ago
FOR FUCK SAKE texture and mat to make the hazard area more visible
10 Years Ago
FOR FUCK SAKE force update material texture
10 Years Ago
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10 Years Ago
- Enemy structures now have a square minimap indiciator to differntiate from ships/enemies
10 Years Ago
- Minimap in minimised mode is now zoomed further out - Increased size of enemy indicators on mini map
10 Years Ago
- Made an AreaBuilder script that will fill an area/room with a "Fill" section from a bunch of variants - MissionBuilder now calls Build() on all AreaBuilders in a level before spawning enemies - Some test rooms/fillers
10 Years Ago
- Anythign with CameraPull script attached is now considered by the camera
10 Years Ago
- Entity animation states can now be customised and have a default set and states customised via inspector - Made a room template with a gate that gets closed when entering and opens when all turrets are destroyed
10 Years Ago
- Made a placeholder pipes-gate opening/closing animation - New pipes gate prefab - Set up pipes gate animation controller to use the state setup for the animation trigger code
10 Years Ago
- Spinning rotor blades in Pipes areas now hurt the player - Moved player death/deletion code to a central place - More whitebox level work
10 Years Ago
FOR FUCK SAKE wip wall interior model / tweak texture compression
10 Years Ago
Area2_WIP
10 Years Ago
- Moved control of enemy pack spawn count to the SpawnLocation component where it should have been all along, so enemy pack size can be controller per level instead of per-pack.
10 Years Ago
10 Years Ago
- Town now shows up on main camera
10 Years Ago
New cam code and tweaks to main
10 Years Ago
- Added main camera prefab to town
10 Years Ago
- More camera code changes
10 Years Ago
- more cam stuff
10 Years Ago
- Trying new camera code
10 Years Ago
- Pipes dungeon test WIP
10 Years Ago
- Made enemy SOs for area1 types - Enemy pack test for Area1 enemies
10 Years Ago
- Pack SOs now specify min/max spawn "costs" - Enemies are now spawned randomly within spawn location radius
10 Years Ago
- Fixed bug causing spawned enemies to reset to Vector3.zero
10 Years Ago
- Added a MissionEmemySpawner that uses the Mission and enemypack definitions to spawn enemies - More MissionBuilder work
10 Years Ago
- Missed these
10 Years Ago
- Enemy packs are now randomly picked by mission builder - Refactored some mission building stuff to be in a less stupid place
10 Years Ago
- Fix for spawn locations in Area1_WIP1
10 Years Ago
FOR FUCK SAKE wip factory wall / dressing/light test
10 Years Ago
FOR FUCK SAKE pipe interior asset
10 Years Ago
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10 Years Ago
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10 Years Ago
FOR FUCK SAKE factory asset
10 Years Ago
- Enemy/enemy pack stuff
10 Years Ago
- Reworked scriptable object tools - Created enemy SO template
10 Years Ago
- Reworcked scriptable object creation menu tools to use new paths - EnemyPack scriptable object setup (empty) to be used to control enemy randomisation in levels/missions
10 Years Ago
FOR FUCK SAKE asset interior factory
10 Years Ago
- WIP changes to make enemy spawning better and work with mission randomisation
10 Years Ago
- Level changes to Area1_WIP1 ready to be broken into sections
10 Years Ago
- More mission randomisation stuff - Changed mission spawn location prefabs to work with new stuff
10 Years Ago
- Working towards picking and initing random missions
10 Years Ago
- Exit portals now call LevelFinished() before returning you to town - Area + level progression is now tracked and saved and reflected in mission screen - Level work
10 Years Ago
- level tweak
10 Years Ago
FOR FUCK SAKE interior floor asset/ cleaning
10 Years Ago
FOR FUCK SAKE factory interior floor asset/ cleaning asset
10 Years Ago
- Removed loads of missing components - Deleted loads of old unused assets/prefabs - Purged shit