Commit graph Aetheria/Assets/Scripts/ServerShared/ItemData.cs
Author SHA1 Message Date
Reinier Vens
adfb200a91 Wormholes 2021-03-05 14:31:18 +00:00
Reinier Vens
4b10923448 Heat Performance Curves + Wear & Tear
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
2021-03-04 03:58:46 +00:00
Reinier Vens
ebec68e7f0 Heat Pipes
Thermal Layer Removed
Items can be destroyed from inventory menu via drag & drop
Trade menu contains only priced items
Trade menu has filters for commodities
Conductivity can be adjusted along schematic edges
Thermals rebalanced
2021-01-17 02:45:52 +00:00
Reinier Vens
eaedf0cee8 Update ItemData.cs
Fixed EDGE case where Shape.Inset would cut off columns of the inset shape when inset position was close the rightmost EDGE of parent shape.
2021-01-11 18:01:03 +00:00
Reinier Vens
871c978301 Hit Detection 2021-01-08 12:44:10 +00:00
Reinier Vens
6db7c65961 Energy & Heat
Energy Generation (Reactor behavior)
Heat Conduction / Radiation
Temperature Display
In-game ship schematic
Better asteroid distribution
2020-12-27 22:18:22 +00:00
Reinier Vens
9e88fcda95 Bigger Sectors & Various Bugfixes
Minimap works again
Stardust density is now proportional to gravity depth
Generated zones are double the size and better distributed
Orbital hierarchy actually working now (!)
Station start position actually orbits something now
Max gravity strength remapped to infinity (zone boundary is properly impassable now)
2020-12-23 22:38:30 +00:00
Reinier Vens
c4be204cd0 First Flight
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
2020-12-22 03:13:43 +00:00
Reinier Vens
e3f3bd5de5 Drag & Drop Inventory
Implemented the ability to drag items within and between inventories, including equipping them onto entity hardpoints
2020-12-20 03:04:52 +00:00
Reinier Vens
2d9bec0e33 Docking System
Entities now have dedicated docking bays with their own cargo area for loading/unloading
Inventory panel allows display of any ship or cargo bay at the currently docked station or within the current ship if undocked
2020-12-19 02:37:13 +00:00
Reinier Vens
615cc4e936 Finished Map Tab 2020-12-18 13:48:03 +00:00
Reinier Vens
4f19189244 Menu Screen + UI Restyle
Created menu screen
Created inventory tab with 2 cargo panes and properties panel
Updated the style of every UI prefab
Implemented Blurred UI material
Implemented UI shaders for map layers
Created Map tab (still needs input)
2020-12-14 02:56:35 +00:00
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