Commit graph Aetheria/GameData/AetherDB.msgpack
Author SHA1 Message Date
Meta Vens
285b57713f Clear dangling boss hull links, and stop the tool writing on read
Eight factions pointed at one boss hull GUID that no longer resolves,
shared wreckage from the database loss. PlaceFactionsMain gives a boss zone
to every faction carrying a BossHull, so each dangling link claimed a
chokepoint that could never spawn a boss.

AetherDb.Open no longer registers the name file store. CultCache subscribes
Add to a store EntryAdded, MultiFileBackingStore.PullAll re-emits what it
loads, and Add pushes to that type store, whose Push writes a file: opening
the cache rewrote all twelve name files, 4.4 MB, on every command. They were
byte identical, and it only surfaced as an error because Unity had one of
them memory mapped. Name files now load only on request, and the scope doc
records the underlying smell.

Adds commands: factions, clear-boss-hulls, save, loadout (runs the real
LoadoutGenerator against every hull), hardpoint-fit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 02:05:33 +02:00
Meta Vens
b8ecfffd08 Mint faction products for existing designs
One product per design that carried a manufacturer, keeping its name,
description and maker. No design has roles yet, so every stat still reads
the item own workmanship and behavior is unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 01:12:13 +02:00
Meta Vens
007350b327 Move Zenith reactor hardpoint off center
The centered 4x4 reactor left no 4x4 interior block free, so the only
docking bay could never fit and every non-tutorial station threw
InvalidLoadoutException. Edited by the operator in the database tools.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 22:42:28 +02:00
Reinier Vens
e4c41d1e27 Lore Vault Elysium Species
Organized the Post-Elysium worldbuilding documents into a folder structure
Added a document describing our first alien civilization, the Ratfolk
2025-07-19 01:42:44 +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
47e500e1ce Playability
Fixed loadout generator tutorial edge cases
Recreated missing items
Created field shader & test scene
2022-08-08 22:43:55 +01:00
Reinier Vens
ce1a0a4654 It Runs 2021-10-27 02:58:22 +01:00
Reinier Vens
d5c4d93c8f That's Embarrassing
no idea what that code was doing in the performance stat evaluation function, what a goof
2021-06-28 05:09:52 +01:00
Reinier Vens
85483319fe Modular Database Upgrade
CultCache API can now be configured with multiple interchangeable backing stores. Will be using plain JSON in repository from now on.
2021-06-23 04:25:23 +01:00
Reinier Vens
710d17ff4c Station Compass Icons 2021-05-12 13:49:04 +01:00
Reinier Vens
c2a23b5f5e Keyboard Layout Display
Fully implemented procedurally generated keyboard layout display UI
Fixed Granular Audio
2021-05-03 23:15:29 +01:00
Reinier Vens
80863cf64b Aetheric Drive VFX 2021-04-30 15:37:39 +01:00
Reinier Vens
d955c9da2f Music & SFX 2021-04-30 11:19:25 +01:00
Reinier Vens
7d67d7ec2c Wwise Audio Integration 2021-04-30 06:39:57 +01:00
Reinier Vens
ecd52b20c8 UI Improvements
Target box now has bars for visibility and HP
Hit indicator appears when target is damaged by player's weapons
WIP narrative integration
2021-04-27 16:44:44 +01:00
Reinier Vens
b1bd89a687 Mini Galaxy Gen
Added flags to game manager and player settings to check tutorial status
Created alternate galaxy generation process for tutorial
2021-04-22 02:53:06 +01:00
Reinier Vens
7cfc5cd04f Drag and Drop + Zoooooooom
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
2021-04-21 01:49:07 +01:00
Reinier Vens
4489b18452 Action Bar (WIP)
Refactor item instance to use DatabaseLink
Labels now pop up when aiming at loot
Yeeted HUD trigger group UI into the abyss
Created rebindable action bar (missing: assigning actions)
Created Consumable Items
Refactored behaviors to work on consumable items
Implemented Velocity Conversion Behavior
2021-04-18 05:13:20 +01:00
Reinier Vens
11bfc739fe Aetheric Drive
Added Aetheric Drive hardpoint and item behavior
Added Drive RPM UI to HUD
Fixed death not disabling continue option
Disabling global input when dialog is visible
Fixed loadout generator failure when zero price item present
Replaced fixed top speed with drag coefficients
2021-04-14 03:29:14 +01:00
Reinier Vens
a51c402fc5 Reflected Visibility
Ships are now more visible in lit areas (depending on cross section stat in Reflector behavior)
Refactored all behaviors to remove context & entity references (can get them from equipped item reference if needed)
Fixed crash when enemy dies of heatstroke while targeted
Exponential decay for visibility now uses correct time-independent formula
Refactored item inspection in properties panel (now consistent between equipped items vs. inventory and store items, shows effect of heat on stats)
Reordered item properties and added spacing between groups
2021-04-12 04:20:52 +01:00
Reinier Vens
ca1ce9859d Live Demo Tweaks
Copied Main Menu to gameplay scene
Added Pause functionality (ESC key)
Save & Restore discovered zones
Applied vertical offset to asteroids (no more intersections!)
Nebula shader optimized to improve early exit
Nebula shader outputs light scattering to second render target
Modified depth of field shader to use nebula light scattering
2021-04-09 14:01:34 +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
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
fd81bf267e Shops & Weapon Icons
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
2021-03-20 04:20:17 +00:00
Reinier Vens
351cb9f2af Sector & Loadout Generation Fixes
Adjusted sector generation to improve sample elimination performance and better preserve density map
Added unit tests for item shape rotation and fit functions + fixed those (required for correct loadout generation)!
Fixed faction hostility by marking player ship
Added faction to entity serialization
Generating starting loadout for player ship
2021-03-18 22:48:33 +00:00
Reinier Vens
ebde23a64d Enemy Loadout Generation
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)
2021-03-18 00:36:34 +00:00
Reinier Vens
d3a03bec6c Audio Integration
Associated equippable items with audio triggers and individual game objects
Added event triggers for stopping sounds when entities are destroyed
2021-03-16 16:35:23 +00:00
Reinier Vens
d8127c2240 External Database Entries + Name File Cleaning + Faction Allegiance
DatabaseCache now reads and stores entry types marked ExternalEntry from separate files in their own folder
Updated name file cleaning code and re-cleaned name files
Disabled planet generation (very slow)
Fixed wormhole traversal - can now explore galaxy
Added faction allegiance matrix and slider inspector code
2021-03-16 11:06:54 +00:00
Reinier Vens
73651bf16a Game Loop Galaxy Integration
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
2021-03-15 11:40:46 +00:00
Reinier Vens
e6181c11dc Main Menu
Added Main Menu scene
Tweaked world map to incorporate secondary colors in zone icons + glowing links
Entity Serialization is now generic
Zone Serialization now includes entities
Fixed bug where wormhole traversal would unbind from player entity
Game Manager no longer spawns entities (loadout file format changed)
Wrote extension to randomly select weighted items from collections (for generating enemies)
2021-03-13 03:23:58 +00:00
Reinier Vens
7f3f198f61 Improved Sector Map
Added Boss Icon
Added Home Icon
Added Legend
Placing bosses at chokepoints
Adjusted home zone placement
Added per-faction areas of influence
2021-03-12 05:12:01 +00:00
Reinier Vens
f10804ac11 Ultimate Sector Generation X Pro Max Silver Edition
Added entrances, exits and factions to sector generation
Associated each corporation with a unique name database and color scheme
2021-03-11 11:18:21 +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
f340e992ec Game Loop
Player spawns in starter ship, is presented with a game over screen when they die, with the option to start over
2021-03-09 02:26:58 +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
adfb200a91 Wormholes 2021-03-05 14:31:18 +00:00