2,200 Commits over 578 Days - 0.16cph!
- Moved more UI to central init
- Null reference fixes
- Stuff I forgot to check in earlier
- Area1_1 now has placeholder entrances/mission so it can still be loaded
- UIWorldTextPanels now wait until they find a valid player instance
- Removed some now-unused scripts from some enemies
- EnemyAbilityManager is now a simpleton
- Removed current calls to EnemyAbilityManager as it's going to be incorporated into the new mission stuff
- Exit portals now return you to town
- Level loading/changing is now completely different. Not additive. Complete level swap.
- Removed some floating text
- Loads more startup reworking and everything related. Can now start the game in any leve from Unity and play, yay.
- More startup and level loading/changing changes
- Few changes after merge back to main
- Branched to remove PHOTON and all the shitty startup code
- Mission manager is now responsible for spawning the exit portal
- An exit portal is now spawned at a randomly chosen location when a mission is completed
- More mission work and mission randomisation stuff
FOR FUCK SAKE factory prefab/asset
- New mission system can now spawn items in random positions from the scriptable object definitions
- Mission scriptable object/building work
- Started ScriptableObject tools to move to a better format for creating missions/objectives outside of a scene
- Start health/shield value can now be set to something other than their max values
- Reduced start shield to 2
- SaveGame now tracks new health and shield values
- Changed a bunch of stuff that used to effect/restore health values
FOR FUCK SAKE factory prefab and model cleaning/fixing
- Added a game progress panel to the title screen
- Adding mission type name as temporary mission description/story text
- The highest area/level reached can now be tracked
- Mission select screen now picks a random mission type for the current area/level (only visually atm) and lets you start the level
- Mission select UI work
- Removed the skill point notification panel
FOR FUCK SAKE more prefab update
FOR FUCK SAKE fixing material issue
FOR FUCK SAKE rebuilt prefab with correct model
- Mission select loads 1-1 by default so Thai can still get to it
- Mission select screen work
- Removed recall ability and related assets
- Started making the new mission select panel work
- More mission select WIP
- New mission select screen WIP
- Changed the way objectives are handled/displayed
FOR FUCK SAKE asset factory
FOR FUCK SAKE factory asset with remade collision/rework on fixing some prefab (some collision still broken due to prefab mess up)
- Target health bar works again (converting all damage to integers broke it)
- Made basic plasma projectile chunkier
- Tweaked the starting weapons that are available on the floor in town (placeholder way to get them)
- Death is now permanent and dumps you back to the title (until there's a propper death screen)
- Added a fullscreen red flash when player is hit
- Health/shield bars are now large and flash when losing a block
- Health/shield bars blocks now have empty states