Commit graph Aetheria/Assets/Scripts/ServerShared/ItemData.cs
Author SHA1 Message Date
Reinier Vens
02e85cb0e2 In-game Inventory UI
Created InventoryPanel script which populates a grid with sprites representing the layout of an entity's hull
2020-12-12 03:42:58 +00:00
Reinier Vens
1debe67958 Database Inspector Features
Aetheria Database Tools now has the ability to customize the shapes of items and hardpoints, and displays hardpoints when editing hull shape
List elements now have foldouts
Lists are presented in the Database Inspector with colors when the list type implements ITintInspector interface
2020-12-12 00:02:00 +00:00
Reinier Vens
f643f6cc8a New Inventory System + Overhaul
Removed universal GameContext references
Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager
GlobalData is gone, relevant settings are distributed amongst specialized settings classes
Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks
Controller subtypes are now generic classes, class argument is task type
Inventory is now a 2D grid instead of a list
Entity temperature is now a 2D grid instead of a number
Item sizes are now arbitrary shapes instead of a number
Hardpoints are now arbitrary shapes instead
Equipped items have their own temperatures
Map view now displays sunlight colors
Integrated Allegorithmic Substance Plugin
Imported Djinni ship and assigned Substance materials
Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
2020-12-10 23:20:38 +00:00
hyperion51
ef0c9c4054 Item Categories
Items now have categories defined, allowing them to be better organized in the DB list view
2020-05-23 01:19:07 +01:00
hyperion51
feb24cfd6b Item Quality Formula Update
The process for evaluating the quality of a compound item now uses a weighted average of the item's crafting quality and the average of the ingredients' quality, instead of multiplying them
2020-05-22 00:23:34 +01:00
hyperion51
61072de924 Mega Placement
Megas now have unique placement algorithms for their home sectors
PerformanceStats can be marked as simple to hide heat and durability
PerformanceStats automatically hide exponents when min and max are the same
Some behaviors now have options to spread their effects over time
2020-05-21 01:53:06 +01:00
hyperion51
98371fc453 Corporation Creation Screen
Added UI for creating a corporation; selecting a parent and choosing a name
2020-05-18 01:06:30 +01:00
hyperion51
17673cd264 Improved Resource Placement Formula
Resource placement now uses a more straightforward power distribution formula with fixed minimum and maximum and a single value to control curvature
Sector mass and radius now also follow power distribution
2020-05-14 23:20:19 +01:00
hyperion51
fc94531566 Behavior Canceling & Grouping
Behaviors are now grouped, behaviors within a group can cancel execution of the rest of the group
2020-05-11 01:17:10 +01:00
hyperion51
6aeb2ae280 Entity Persistence Refactoring
Entities refactored to enable robust persistence
Entities detect stale data references and reload behaviors
2020-05-06 04:56:36 +01:00
hyperion51
35fb4381ed Production/Demand Profiles and Blueprint Resource Requirements
Added the ability to associate blueprints and compound commodities with personality attributes
Added the ability to restrict blueprints according to the presence of resources, for resource harvesting infrastructure
Improved the properties panel UI for Sector and Tech tabs
2020-05-03 00:36:47 +01:00
hyperion51
8d1b7bed28 Missing Database Reference Hotfix
Database inspector was crashing when selecting a blueprint with missing ingredients
2020-04-29 23:36:00 +01:00
hyperion51
d8ff1e2289 Stat Effects and Tech Tree Improvements
Tech tree layout is now correct thanks to MSAGL
Blueprint stat effects can now target item stats
Durability is now a PerformanceStat
2020-04-16 03:08:18 +01:00
hyperion51
d5f2e3734a TECH TREES WHOO
Implemented procedural tech tree generation by porting GraphSharp to Unity.
Also, some database editor convenience changes.
2020-04-11 19:18:02 +01:00
hyperion51
7cd24147ae Behavior Refactoring
Behaviors and PerformanceStats are no longer associated solely with Ships, instead there's a generic Entity class which will also be used for stations and turrets.
2020-04-09 10:33:16 +01:00
hyperion51
fd92c80876 Blueprints & Resources
Added the ability to associate simple commodities with resource maps
Added resource placement to zone generator
Added crafting blueprints and stat addressing system
Refactored Thrusters and Shields into Behaviors
Fixed server losing database connection
Updated icons
2020-04-09 07:48:45 +01:00
hyperion51
f8a6582154 Server Initialization and Serverside Galaxy/Zone Delivery
Made the master server connect to the database and now it's listening for and responding correctly to GalaxyRequestMessages and ZoneRequestMessages, generating the zone contents if they do not yet exist.
2020-03-27 01:53:03 +00:00
hyperion51
0b46d5ee39 Database Support
Refactored almost everything, but most importantly we now integrate with RethinkDB for game data.
2020-03-22 19:05:26 +00:00