hyperion51
43d5ebdd35
Game Context Hotfix
2020-04-17 01:38:48 +01:00
hyperion51
d8ff1e2289
Stat Effects and Tech Tree Improvements
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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
6ca699be26
Live Tree Gen
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Added client-server communication to sync client techs with DB techs and visualize the tree of actual techs
2020-04-14 07:03:34 +01:00
hyperion51
dabfc62481
Fix Blueprint Class
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Blueprint dependencies was a dict, should be a list
2020-04-14 05:32:00 +01:00
hyperion51
dd6aeb158d
Updated DB Tools
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List view now sorts named entries by name
BlueprintData Difficulty renamed to ProductionTime
2020-04-14 01:20:20 +01:00
hyperion51
01a956eef6
MSAGL Support
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Added new tech tree layout implementation using Microsoft Automatic Graph Layouts
Added some functionality to the database editor tools
2020-04-14 00:42:04 +01:00
hyperion51
d1492eb04c
Tech Tree Improvements
2020-04-12 11:05:36 +01:00
hyperion51
d5f2e3734a
TECH TREES WHOO
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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
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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
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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
4b8a300c0a
Better Zones Client/Server
2020-03-31 13:44:18 +01:00
hyperion51
b0556d3900
Asteroids
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Added asteroids to zone generation
2020-03-30 17:54:54 +01:00
hyperion51
776e08a1d1
Local Zone Generation
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Added the ability to generate zones locally in order to facilitate rapidly iterating generation parameters. Then of course I tweaked the shit out of the zone generation!
2020-03-30 03:11:57 +01:00
hyperion51
f756c5fe6a
Generating and Displaying Zones
2020-03-29 04:19:24 +01:00
hyperion51
2236ecd129
Important Readme Update
2020-03-28 18:36:12 +00:00
hyperion51
1898fffe76
FUCK YEAH GALAXIES
2020-03-28 05:18:57 +00:00
hyperion51
cddeaf38a9
Galaxy Viewing
2020-03-28 03:43:07 +00:00
hyperion51
1a1b72105e
Fix empty cache get
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Fixed exception in DatabaseCache when attempting to get entry types which haven't been added
2020-03-27 16:46:46 +00:00
hyperion51
f8a6582154
Server Initialization and Serverside Galaxy/Zone Delivery
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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
95947355c2
Title Screen
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Polished UI for the title screen
Added login, registration and session management to CultClient
Connected title screen to CultClient login and registration
2020-03-26 02:49:09 +00:00
hyperion51
65a85c641b
Smooth AF Tab Menu
2020-03-24 21:51:38 +00:00
hyperion51
e96146b7bb
Out with MagicOnion, in with LiteNetLib
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Removed MagicOnion
Added LiteNetLib
Created client and server abstractions
Fixed serialization bugs
2020-03-24 14:36:22 +00:00
hyperion51
433a7b4ae4
Unity.Mathematics Converters and Galaxy Upload
2020-03-24 00:02:23 +00:00
hyperion51
0b46d5ee39
Database Support
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Refactored almost everything, but most importantly we now integrate with RethinkDB for game data.
2020-03-22 19:05:26 +00:00
hyperion51
d7581896e6
Hotfix (Missing Project Files)
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Removed .sln and .csproj from .gitignore; Unity generates some of these files but the server project needs them.
2020-02-26 18:00:22 +00:00
hyperion51
a0c8dbee72
Initial Client/Server Communication
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#1
Followed the MagicOnion quickstart guide, borrowing code from the chat sample app to get something working
2020-02-26 17:48:40 +00:00