Wormhole sounds in parts: jump: in / travel /jump out
Spaceship trusters:
individual large, medium, small.
first test of trusters RTPC:
velocity / durability.
First test of reactor type01 with RTPC:
durability / temperature.
Fixed issues when jumping to another zone:
All bodies from the old zone are correctly destroyed
Ship controls & UI transfer smoothly to new ship instance
Animation issues are sorted
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
Created wwise project
Integrated inventory UI sounds
Improved projectile weapon behavior (randomized start position, stopped them from self-destructing at target range when airburst is disabled)
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
New damage system, much easier to understand
Splash damage support
Hardpoint armor consolidated with hull armor
Minimap shows view cone
New industry standard palette for temperature display
Temperature range display contains palette
Restoring loadouts now ignores temperature and armor
Items can ignore thermal mass when adding heat
Burst weapons can consume single ammo (mainly shotguns)
New missile type that follows crosshairs
New airburst projectile type that deals splash damage
Auto Shotgun and Charged Shotgun
Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged
Added machine gun weapon & VFX
Moved third party code to Plugins folder to improve compile times
Weapons are now monolithic behaviors
Various new weapon behavior types implemented
All weapons have optional magazine and reload mechanic
Visibility now decays globally
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
Created TurretController, which performs basic combat for fixed orbital installations
Projectiles self-destruct at maximum range
Created turret prefab
Outfitted turret in game manager
Entity position is now 3D
Entities responsible for updating their own position and orientation
Barrel positions and orientations available from entity code
Inventory code will display modal dialog for invalid item moves instead of breaking
Yaw articulation working (full 360 rotation still borked)
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
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
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)
New asteroid models
Asteroid belts have a custom width curve = tighter belts
Zone Generator uses color theory now
Zone gravity well is much deeper, filled with ambient glow
Gravity waves flow over time
Fog follows gravity waves
Gas Giant shader fixed, offsets distort albedo properly
Fog sample distances follow exponential curve
Fog noise offsets sampling position instead of subtracting density = more natural looking noise
Fog brightness fades out at max view distance
Added a control module which enables drones to haul items from colony to colony
Added confirmation dialog for actions which require confirmation, can have fields added to it just like a PropertiesPanel
Moving items between inventories now displays confirmation dialog
Made it possible to turn new hulls into drones which can then be outfitted and activated for service
Missing blueprint ingredients no longer crash the game and gracefully log what's broken
Loadout cargo is now stored entirely separate from gear
Added an event system allowing the UI to subscribe to changes in entity cargo, hardpoints or on specific items
Fixed bugs in colony tab caused by recent refactoring
Added the ability to directly install blueprints onto hardpoints in the colony tab
Added the ability to customize production of factories
This stuff is still kinda buggy
Implemented task and control module for surveying resources
Implemented behavior for resource scanner
Resources aren't shown until they have been surveyed
Entities can now display messages, used to provide drone state feedback
Orbital entities now provide correct velocity, improving drone docking precision
Entities such as colonies and ships can now be clicked on to reveal their properties or context menus
Orbital Colony loadout now has a new item (thermostatic heater) which itself has a new behavior type (Thermotoggle) allowing it to regulate its temperature for more agreeable living conditions
Fixed stat modifiers for hull stats (e.g. Hull Expansion)
Widened property label in DB inspector
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
We now have a context menu UI for in-game actions, right click on an item to activate
Database view has a progress bar (finally!)
Data structures for Megacorps and loadouts
Towing task complete? needs testing
Agent behaviors are no longer hard coded but instead created by equippable control modules
Game Context has a job system which assigns appropriate tasks to drone control modules