Commit graph Aetheria/Assets/Scripts/ServerShared/BlueprintData.cs
Author SHA1 Message Date
Reinier Vens
c4be204cd0 First Flight
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
2020-12-22 03:13:43 +00:00
hyperion51
70100a48ef Population Personality Property Production Performance
Personality now affects production quality
You can now assign population points to infrastructure
Production influences personality
Automated production has a quality variable, imitating population affinity
New properties panel field type for incrementing/decrementing integers
2020-06-08 01:01:33 +01:00
hyperion51
a01d760f39 Branding
Production personality profile has been moved from blueprint to factory
2020-06-07 03:21:47 +01:00
hyperion51
43f33546a3 Inventory Refactoring
Massively refactored everything related to entity inventory management
We are no longer recalculating mass by iterating over the entire inventory any time anything changes, for example
Gear is explicitly associated with hardpoints in the entity code
This did introduce some bugs, will clean those up tomorrow
2020-06-05 04:16:33 +01:00
hyperion51
5d674e9fe3 Improved Blueprints Workflow
#35 Resolved, blueprints are now organized as foldouts on each item
2020-05-22 22:34:08 +01:00
hyperion51
8cd4ea3dc5 Massive Item Behavior Refactoring
Item behaviors are now separated into more granular units, allowing designers to create more interesting items by combining behaviors
2020-05-12 01:42:13 +01:00
hyperion51
6aeb2ae280 Entity Persistence Refactoring
Entities refactored to enable robust persistence
Entities detect stale data references and reload behaviors
2020-05-06 04:56:36 +01:00
hyperion51
35fb4381ed Production/Demand Profiles and Blueprint Resource Requirements
Added the ability to associate blueprints and compound commodities with personality attributes
Added the ability to restrict blueprints according to the presence of resources, for resource harvesting infrastructure
Improved the properties panel UI for Sector and Tech tabs
2020-05-03 00:36:47 +01:00
hyperion51
8986575c59 Factory Changes
Factory now has the ability to persist its state
Added exponents to control speed/quality tradeoff and quality randomness
2020-04-30 02:54:31 +01:00
hyperion51
967b146d87 Fixed Resources
Zone generator was attempting to distribute all simple commodities, now it only distributes those with map layers
Blueprints can now also produce simple commodities
2020-04-30 00:12:41 +01:00
hyperion51
75eb534983 Added Console
Debug commands can now be executed using an in-game console
2020-04-28 01:50:50 +01:00
hyperion51
dabfc62481 Fix Blueprint Class
Blueprint dependencies was a dict, should be a list
2020-04-14 05:32:00 +01:00
hyperion51
dd6aeb158d Updated DB Tools
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
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
7cd24147ae Behavior Refactoring
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
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