Commit graph Aetheria/Assets/Shaders/Brushes
Author SHA1 Message Date
Meta Vens
4d7bb65868 Integrate CultMesh UI and URP cleanup 2026-06-30 19:14:49 +01:00
Reinier Vens
c6ffcad3f1 Shields
Created field bubble shields / propulsion, currently just a prototype with its own test scene
2025-01-30 01:58:05 +00:00
Reinier Vens
69aca09f63 Boundless
Removed hard zone boundaries
Fixed stuff that broke because of hard zone boundary assumption (stardust placement, vertical fog)
Added a skybox!
Removed density-based albedo boost (_TintExponent) to improve perceptual uniformity at different step sizes, reconfigured shader to achieve / surpass previous looks and performance
Cell Brush has a material editor now to enable variant selection
Enabled Caching Shader Preprocessor
Moved raymarching loop into CloudShader
Get environment settings from game manager to enable configuration / variation
Introduced slope-based nebulae damping and volumetric flow
Hid optional volumetric features behind preprocessor branches
Created shader variants selected by global keywords for all shaders depending on volumetrics
Environment settings used to configure shader variant selection
Moved dynamic lighting settings to own subclass
Dynamically adjust gravity map isoline contour depth range according to zone contents
2022-07-21 21:40:44 +01:00
Reinier Vens
1284149d47 Hostility System
Implemented hostility system - entities can mark each other as friend or foe depending on changing conditions (currently only depends on local security level)
Added "friendly" target indicators in blue
2021-05-11 04:45:42 +01:00
Reinier Vens
48759380c5 Slime Stuff & DB Prep
Put the finishing touches on the microfauna
Prepared the repository for database extraction
2021-03-30 01:17:58 +01:00
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
adfb200a91 Wormholes 2021-03-05 14:31:18 +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
d12d7c5c45 Initial ARPG Port
ARPG scene assets from old project are now correctly visualizing sectors generated by ZoneGenerator and updated by GameContext
2020-11-27 22:47:33 +00:00