TargetReticle, TargetNext and TargetPrevious now consider all visible
entities except self (hostile and neutral), not just VisibleEnemies, so a
neutral wanderer can be selected. TargetNearest stays enemies-only (it drives
weapon lock) but now picks the nearest target: it was using MaxBy, which
picked the farthest.
Adds a "Toggle Stance" input action (bound to the N key; report names which)
that flips the player's own stance on the current target between hostile and
neutral via Entity.SetIff -- one button for the whole affordance, per the
operator's request. Also keeps the "iff hostile"/"iff neutral"/"iff clear"
console commands next to the existing ones, since they cost nothing extra
alongside the hotkey.
Fixes the HUD lock indicator's hostility check, which read
Target.IsHostileTo(CurrentEntity) instead of CurrentEntity.IsHostileTo(Target)
-- the same backwards direction as LockWeapon, fixed in the prior commit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Editor-driven upgrade from 6000.1.10f1: patch-level package bumps,
importer re-serialization of legacy .meta files, and the regenerated
Input System wrapper. Verified by playing from Main Menu into ARPG.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Converted remaining .blend files to .fbx
Type check safe cast operator broken in DictionaryInspector? Wrote around it
UI Materials not blending properly - fixed by switching to Fade transparency mode
Refactor item instance to use DatabaseLink
Labels now pop up when aiming at loot
Yeeted HUD trigger group UI into the abyss
Created rebindable action bar (missing: assigning actions)
Created Consumable Items
Refactored behaviors to work on consumable items
Implemented Velocity Conversion Behavior
Fixed: unable to undock with an aetheric drive (game requires locomotion)
Entities have a chance of dropping any item on board when killed
Mine behavior generalized to grid objects, used in dropped loot
Added tractor beam (not itemized yet) which pulls in nearby loot (and mines!)
Items are added to player inventory when they collide with the ship (and mines explode!)
Added console command to spawn turret
Added Aetheric Drive hardpoint and item behavior
Added Drive RPM UI to HUD
Fixed death not disabling continue option
Disabling global input when dialog is visible
Fixed loadout generator failure when zero price item present
Replaced fixed top speed with drag coefficients
Copied Main Menu to gameplay scene
Added Pause functionality (ESC key)
Save & Restore discovered zones
Applied vertical offset to asteroids (no more intersections!)
Nebula shader optimized to improve early exit
Nebula shader outputs light scattering to second render target
Modified depth of field shader to use nebula light scattering
Changed title font to Montserrat
Added trailer-specific camera transitions
Added key to hide UI
Fixed input listening while console is open
Added animated zone reveal effect in galaxy map
Added Ping action for sensors
Added debug console commands (e.g. give command to get any item in legendary+ quality)
Temporarily disabled wwise
Fixed infinite loop in weapon penetration code
Guided missiles now predict target position
Fixed hitscan weapons
Fixed invisible enemies bug
Fixed various loadout generator issues (can now generate turrets!)
Fixed wormhole crash when enemy is targeted
Saving/loading current zone time when exiting game (planets keep their positions)
Created slime simulation in test scene - WIP
Added ping feature to sensors, pulsing a wave of revealing light into the level
Added IEventBehavior interface, used by sensors and weapons, for behaviors containing event subscriptions which need to be reset when EntityInstance is disposed
Implemented sensor impact for locked weapons (lock speed varies with sensor acquisition)
Added ping cooldown bar to HUD
Added spline curve implementations to AetheriaMath, applied better mapping to wormhole transition animation
Tweaked loadout generator to prefer larger items to a controllable degree (e.g. very important for cargo bays, less for shop inventory), shop inventory bans non-ship hulls and manages internal space more effectively
Items will switch themselves off below a customizable threshold to avoid damage
Player can toggle thermal override to disable safety shutdown
Selecting an item allows player to select whether the item will override
Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold)
Performance Stat evaluation has been moved to EquippedItem, slight performance improvement
Item online and active status are now reactive properties
Created player settings file to store e.g. shutdown threshold
Fixed crash when entering wormhole while enemies are visible
Shield behavior now provides protection from damage at the expense of heat and energy usage
Weapon scripts check for the presence of a shield when detecting collisions (TODO: TEST ALL WEAPON TYPES)
Shields can be toggled on/off (G key)
Database cache now included in repo (saves some confusion)
Added heat variation option for Performance Stats
Ability to toggle radiators on/off using H key
Item durability loss (Wear) is now heat dependent and incurred only when used
Restricted equip/unequip to docked (inactive) entities
Fixed race condition causing exceptions in database sync code
Added MPL license headers
SectorRenderer renders entities in sector, manages particle systems for ship thrusters
Thrusters apply torque based on orientation and position relative to ship center of mass
GameManager controls the player ship's thrusters
Player can dock with station if they are near