Commit graph Aetheria/Assets/Scripts/Gameplay/Weapons
Author SHA1 Message Date
Meta Vens
39a0dc8737 Sync daemon authority migration 2026-06-21 09:37:54 +01:00
Meta Vens
46e0b6becb Move guided projectile profile behind runtime owner 2026-06-14 18:00:51 +01:00
Meta Vens
63fe87a91b Move weapon effect binding behind runtime owner 2026-06-14 17:43:42 +01:00
Meta Vens
f151ecedc1 Move weapon damage type behind runtime owner 2026-06-14 17:37:51 +01:00
Meta Vens
746c686150 Use typed item names in weapon diagnostics 2026-06-14 11:01:49 +01:00
Reinier Vens
b93d2d213b Graphics Settings + Disabling Minimap Asteroids
Created graphics settings data structure
Added nebula quality option to graphics settings
Added option to display asteroids in minimap (expensive)
2022-07-18 08:44:54 +01:00
Reinier Vens
11a55e236b Loot
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
2021-04-15 04:25:22 +01:00
Reinier Vens
11a9365f91 Trailer Stuff & More
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
2021-03-27 10:03:24 +00:00
Reinier Vens
64a8589b7f Ammo Consumption Hotfix
Weapons weren't firing for some reason
2021-03-22 06:10:00 +00:00
Reinier Vens
47189c8a7e Equipment Data Simplification
Removed blueprint system for crafting (and excised anything depending on that)
Implemented smootherstep and used it for wormhole animation
Quality dependent durability and heat exponents are now global instead of item specific
Database list view now groups equipment by manufacturer
Thrusters can now consume energy
Weapons can have reloads even when they don't have ammo
2021-03-22 05:22:31 +00:00
Reinier Vens
645fcf4b09 Sensor Ping
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
2021-03-21 01:55:25 +00:00
Reinier Vens
3f9af29843 Sector Generation
Fixed Laser cancelling bug
Fixed Turrets not activating
Added ability to bind player perspective to orbital entities
Added Markov Chain name generator + Australian place name dataset
Modified old "galaxy" shader to serve as sector background
Implemented Cem Yuksel's Weighted Sample Elimination for Poisson Disk Sample Sets
Created sector generator which places sectors using WSE
2021-03-10 09:18:07 +00:00
Reinier Vens
ab54f878f4 Quality Tiers
Item Manufacturers now defined in item data
Items are generated at specific quality tiers with associated colors, displayed in title of properties panel when selected
2021-03-08 02:57:38 +00:00
Reinier Vens
1092159063 Thermal Performance Threshold & Thermal Override
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
2021-03-07 01:10:31 +00:00
Reinier Vens
8920b48977 Shielding
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)
2021-03-06 01:04:26 +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
db8c3c7779 Initial Wwise Integration
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)
2021-02-27 20:53:36 +00:00
Reinier Vens
b53e4aec8c Combat & Visibility & Collisions
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
2021-02-26 19:01:47 +00:00
Reinier Vens
79b0c036cb Mines and Flamethrowers 2021-02-06 15:29:04 +00:00
Reinier Vens
8d10e33db0 GPU Lightning Weapons 2021-02-05 03:21:15 +00:00
Reinier Vens
bb297bf84c Lightning
Created Lightning Gun effect (Uses LineRenderer, very slow)
Created GPU Lightning renderer (very fast, still needs integration)
2021-02-04 04:37:47 +00:00
Reinier Vens
3a9ee2ccf7 Damage System Rewrite
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
2021-02-01 08:13:14 +00:00
Reinier Vens
dbc522a224 Weapos Rejiggered
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
2021-01-31 03:52:32 +00:00
Reinier Vens
2a0fe34611 Charged Weapons & Hitscan Weapons
Implemented two new weapon types and created the Railgun (which is both) and accompanying VFX
2021-01-30 01:02:11 +00:00
Reinier Vens
4c0038830b MIRV Hotfix
Submunitions weren't actually ejecting at the right point, nor were the parent missiles exploding properly
2021-01-28 03:04:37 +00:00
Reinier Vens
6130eca5f9 MIRV Missiles!
Implemented missiles that turn into more missiles
Guided projectile code is much more robust now
2021-01-28 02:42:39 +00:00
Reinier Vens
922c8ea460 Misc. Improvements
Turrets lead their projectiles
Double click to equip/unequip/move
Minimum weapon convergence distance
2021-01-27 16:14:41 +00:00
Reinier Vens
8629b35fd6 Constant Weapons
Added script for constant weapons, which can start and stop firing at any time (unless they're reloading)
Created Constant Laser
Fixed exception when dragging to delete item
2021-01-27 02:39:17 +00:00
Reinier Vens
b779d7c0af Heat System v2 + Lasers
Heat system remade, now guaranteed stable
Schematic heat texture is now
Radiators glow according to temperature
Added Laser weapons
Longinus has split weapon and radiator meshes, weapons can yaw 1 degree for target convergence
Articulation points can now handle 360 rotations properly
Fixed exception caused by hit spread on thin hull sections
Fixed loadout not restoring item rotation
Fixed exception in inventory panel selection
2021-01-27 00:05:30 +00:00
Reinier Vens
357f9db329 Weapon Scripting Overhaul
Weapons are now monolithic behaviors
Various new weapon behavior types implemented
All weapons have optional magazine and reload mechanic
Visibility now decays globally
2021-01-25 05:53:36 +00:00