repospaceshootercancel

2,200 Commits over 578 Days - 0.16cph!

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