DefaultOverworldSoundbank/DefaultCombatSoundbank/DefaultBossSoundbank/
AmbienceSoundBank and HullHitColor have no reader in Assets/Scripts
(settings-globals-cut.md 1.1).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Fixed towing system
Tweaked Nebula Flow (a lot)
Extracted environment appearance settings into ZoneEnvironment data structure
Stardust particles now follow global flow field
Map icons now have a constant size independent of zoom level
Galaxy Map now displays zone properties when clicking on a zone
Zone generator now uses half of nebula density, means smaller and more varied zones
Stations will refuse docking to entities with insufficient clearance
Refactored inventory drag & drop to use new global drag & drop management
Enabled Drag & Drop from inventory panel to action bar
Enabled gear and consumable item binding
Fixed stat modifier behavior to allow it to be toggled
Fixed Switch behavior to make it bindable
Added lambda multiplier to aether drive so that stat mod can target it
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
Marking player location on galaxy map
Fixed non-input field focus disabling global key map
Player start ship is now always the same
Loadout generator now demands exact match for item dimensions
Thermal damage now triggers ItemDamaged event = player can die from cockpit wear!
Properties panel now has a much more attractive UI
Implemented curve control for properties UI
Centralized number formatting in player settings
Moved significant digits to player settings
Added temperature unit option in player settings
Added stations to loadout generator
Overhauled Trade menu to sell station inventory contents
Placing stations in ZoneGenerator
Moved weapons to new item type: WeaponItemData
Implemented icon sets for weapon functionality
Renamed MegaCorporation to Faction
Implemented quality-dependent item pricing
Added unoccupied space helper function for entity
Moved sector generation settings to settings file
Modified zone generator to scale the radius and mass of a zone according to galaxy density
Added loadout generator which procedurally generates ships and turrets
Generating 3 randomized ships in each occupied zone
Fixed DatabaseCache.GetAll for parent types
Fixed wormhole traversal bug for returning to previous zone (ZoneRenderer subscriptions not being properly disposed)
Added sector map in Galaxy tab of in-game menu
Added player flag to Ship (replaces AGM.PlayerEntities)
Refactored sector map to depend on AGM
Moved sector generation to main menu
Main menu now supports resuming previous playthrough
Database and player settings now statically available via AGM
AGM saves current game state in PlayerSettings on exit
Sector generation is now asynchronous
Added progress callbacks to sector gen + progress dialog in menu
Confirmation Dialog / properties panel can now display dynamic text entry
Added zone title to Zone map
Eliminated ZoneData class (properties moved to ZonePack)
Sector, Zone and Entity serialization now fully functional
Entity settings now separate from player settings
Cleaned up old unused networking message classes
Name files now integrated with database cache
Added ability to save/load additive DB cache files in database panel
Cleaned up Wwise sound setup - removed redundant items & fixed spelling errors
Deleted Wwise cache + added to .gitignore
Redid all of the property panel UI prefabs (oof)
Implemented saving and loading of the game state
Moved sector generation to sector constructor (along with loading from save file)
Entity settings now separate from player settings
Player settings (incl. saved run) now statically accessible from game manager
Added animations and submenus to the main menu
Unified main menu settings and properties panel styles for prefab reusability
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
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