Reworked the primary enemy spawn system. Now most rooms will have a random number of enemies spawn as soon as you enter the room. This new spawn system doesn't use the same scaling algorithm as the others. This means that any enemy type can spawn in most rooms. Wave based spawners will still use the scaling algorithm to control what spawns and when. A few rooms still use nests and some rooms use wave spawning. This should make combat much less tedius and enemy spawning more varied.
Made changes to the room spawning system to make traversing the dungeon easier and more straight forward. I removed dead end paths from the system because I still am not feeling minimaps. This basically means that you have two ways to go, forwards or backwards. Paths still vary and rooms lead in different directions. You just won't run into a dead end path anymore.
Randomized whether some traps will be in a room or not. They are still in set positions so as not to be too chaotic but now they won't always be there.
Completely remodeled some enemies. They aren't all finished as of now but they look better in my opinion. Essentially I took the enemy models from 20k-50k polys to about 5k at the most. This also gave me a chance to fix some graphical glitches involving the old enemy models.
Completely retextured some enemy models to go more towards a hand painted style. I'll be doing the rest over time now that most of the new models are finished.
There's an issue with a few small textures missing and using engine default textures. It will be fixed later.
Reduced hitching in some cases.
Changed enemy projectile models to take less resources.
Changed pickups to take less resources.
Improved the Seeker Rocket explosion.
Decreased lens flare.
Removed a messed up nests in one room.
Reduced a lot of texture sizes.
These are the most recent updates. I have a lot more changes in this patch but to be completely honest I forgot to keep track.