Cat Flynn
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abde0ea9af
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Merge branch '97-rolling-boulders-freeze' into 'main'
rolling boulders now obey to freeze
Closes #97
See merge request kernel-panic/revival!62
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2021-04-13 15:03:47 +00:00 |
Novvator
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75cf0b6b5c
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applied it to the prefab
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2021-04-06 15:31:08 +01:00 |
Novvator
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0e96d83445
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rolling boulders now obey to freeze
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2021-04-06 15:29:41 +01:00 |
cyndrdev
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1e5022e3e8
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Merge branch 'main' into RollingBoulder
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2021-03-25 19:00:32 +00:00 |
cyndrdev
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6e74da102c
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minor fixes
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2021-03-25 19:00:13 +00:00 |
Cat Flynn
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01e8c30439
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Merge branch 'main' into feature/boost-puzzle-design
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2021-03-25 11:24:50 +00:00 |
cyndrdev
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50955a19d0
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Merge branch 'main' into RollingBoulder
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2021-03-25 11:15:17 +00:00 |
Cat Flynn
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94959bcb71
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Merge branch 'main' into feature/boost-puzzle-design
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2021-03-25 10:43:47 +00:00 |
Cat Flynn
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122d0e1ff3
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implement falling platform chain
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2021-03-24 16:54:34 +00:00 |
cyndrdev
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1611962ae9
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messy messy merge >n<
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2021-03-24 12:45:19 +00:00 |
Cat Flynn
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a83cad4a2a
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create 3rd boost puzzle
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2021-03-23 15:03:18 +00:00 |
Cat Flynn
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927a1b9dd7
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create killbox prefab
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2021-03-22 16:45:42 +00:00 |
Cat Flynn
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91be3b97b9
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redesign arrow wall trap objects
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2021-03-18 17:25:34 +00:00 |
Programmer-DField
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49d1fc481a
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Disabled mesh renderer and box collider on target for rolling boulder prefab. Also added the Mover script to the prefab.
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2021-03-18 12:54:32 +00:00 |
Programmer-DField
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b0b5c09c54
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Cleaned up the script so it now works independant of gravity. Added a second Mover script that controls the speed and direction the boulder moves once triggered. Added a target to the prefab as this is the point at which the boulder moves towards.
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2021-03-18 12:34:08 +00:00 |
Programmer-DField
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1b02a15353
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Made changes to the RollingBoulder script. The trap now works much more simply. The player enters a trigger and this sets the rigidbody to use gravity setting the boulder on its journey down the ramp. Player death works as with other traps. I need to speak with Cat as he mentioned using physics may not be the best, by this I assume he means gravity, so I need some advice on a different solution.
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2021-03-17 22:07:33 +00:00 |
Cat Flynn
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9037fd264c
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animation and audio event on falling platforms
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2021-03-17 18:31:33 +00:00 |
Cat Flynn
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292ca65bb2
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respawn fallaway floor after a few seconds in the safe zone
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2021-03-17 18:04:31 +00:00 |
Cat Flynn
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a9dfbbc99d
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Merge branch 'main' into ArrowWall
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2021-03-12 17:41:34 +00:00 |
Programmer-DField
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baad3163e6
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Made changes as per code review.
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2021-03-12 11:52:56 +00:00 |
Cat Flynn
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d5de30107f
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reset falling floor trap position on player respawn
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2021-03-10 18:26:33 +00:00 |
Cat Flynn
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762bbf6486
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wip
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2021-03-10 17:41:09 +00:00 |
Cat Flynn
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43a01934bc
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update trap prefab
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2021-03-05 16:32:21 +00:00 |
Cat Flynn
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e016e2b122
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clean up trap floor prefab
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2021-03-05 16:24:50 +00:00 |
Programmer-DField
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3ef56e2bc1
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Added a shader with dissolve effect. Ckleaned up use of tags now using compare.tag which is more efficient. The spike trap is now functionally working however, ppolish does need to be applied to the final outcome.
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2021-02-26 14:50:30 +00:00 |