Commit graph Aetheria/Assets/Prefabs
Author SHA1 Message Date
Meta Vens
281745394b Map presenter: one owner places every map icon in 2D, belts become one instanced draw (not yet compiled)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 23:26:26 +02:00
Meta Vens
be7f2b0787 Layers: one owner puts orbitals above the ship plane and floaters below; per-hull GridOffset is deleted
GameplaySettings carries ShipLayerHeight 3, OrbitalLayerHeight 15, FloaterLayerHeight 0 (authored in Settings.asset).
Entity.LayerHeight (Ship, OrbitalEntity) is the one offset RideHeight adds; DrawAhead.FloaterHeight is the floater
height ItemPickup and MineInstance draw at. HullData.GridOffset (Key 26) and the pickup/mine/prefab GridOffset fields
are gone with every reader. Fixtures (DrawnPose, FireControl*, ImpactFeedback) take heights from the layer owner;
LayerTests pin each kind's layer. FloatingItemsDrawnSmoke follows. ItemPickup/MineInstance.Bind take the settings from
ZoneRenderer. Builds as one commit with its tests; not compile-verified until the cut's head run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 02:35:07 +02:00
Meta Vens
e6d1546b44 Gravity grid-lowering fixes: formula mirror test, verify across moved off-axis bodies and a zero-strength body, map camera wiring, RTS Planet's Gravity Well deleted
GravityShaderMirrorTests compares the expression of GravityField.Potential with gravityPotential in Gravity.cginc.
GravityFieldParityVerify now builds four off-axis bodies (one of mass 0), lowers through three frames with bodies moved
between them, and checks the map screen's gravity camera mask. RTS/Planet.prefab loses the Gravity Well object bound to
the Gravity Field material. Builds: yes (verify passes on Starfire; the new test is unrun until the Yggdrasil job).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 07:59:15 +02:00
Meta Vens
3a5b3b0bab Gravity grid-lowering: the drawn height is one Gravity Field pass over the zone's wells; gravity brushes and brush inputs deleted
Zone.WellReference owns each body's reference zero (GetHeight uses it). Gravity.cginc mirrors GravityField.Potential;
Brushes/Gravity Field draws depth = -h on layer 9 from a StructuredBuffer that GravityLowering.Lower fills from the
zone each frame; GravityLowering.CreateField makes the one quad. GravityFieldParityVerify renders it and compares every
texel with -Zone.GetHeight (max error 0.0059 u), the gradient with GetForce (0.03 degrees) and the wiring.

Deleted: the Gravity Well children of Planet, Gas Giant, Sun and PlanetOutpost prefabs, Wormhole 1's three gravity
children, their overrides in Main Menu and TestScene, five wormhole/wave materials and two brush shaders,
Planet.GravityWellDepth/Radius, BodyData keys 6-7, PlanetSettings.GravityDepth/GravityRadius (and the Settings.asset
keys). Surface Displacement culls layer 9 only. Headless build and tests not yet run at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 07:11:25 +02:00
Meta Vens
7d3fb29ed2 Gravity subtract: delete the zone bowl and the gas-giant and sun ripples
GetHeight sums body wells only. Removes RadialWaves, GasGiant wave fields,
GasGiantData keys 14-17, PlanetSettings Zone*/Wave* fields, the minimap
gravity range, the Boundary brush and Gravity Waves objects from the scene
and both prefabs. The five bowl fixtures become one WellFixture well at the
origin with unchanged expected numbers. Not yet built or tested: this commit
has not been through the Yggdrasil job.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 19:34:20 +02:00
Meta Vens
c7c7e58508 Unity draws Zone.FloatingItems and nothing else; the Unity loot roll, collision pickup, tractor pull and GridObject are gone
ZoneRenderer draws one ItemPickup per FloatingItem (load, ObserveAdd, ObserveRemove, ClearZone); ItemPickup.Bind places it
from the sim body and spins it for show. EntityInstance's drop loops, ShieldManager's pickup branch (the whole
OnCollisionEnter, which did nothing else), ZoneRenderer.DropItem/DestroyLoot/_loot, TractorBeam's pull, and
GameSettings' three loot fields are deleted; WireFloatingItems stripped GridObject from the five pickup prefabs and
reassigned ZoneRenderer's four pickup fields in ARPG.unity; FloatingItemsDrawnSmoke (play session, batchmode) pins the
lowering. GridObject and TimedDestroy were deleted in fa911f2d, so fa911f2d and 2565e2c5 do not build in Unity.
Assets/Resources/Settings.asset keeps three stale serialized GameSettings fields Unity ignores (LFS object, not rewritten).

Builds: Unity batchmode compile green at this commit; dotnet green at 2565e2c5.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:36:47 +02:00
Meta Vens
68519f9fb9 Merge cut emoji-sequences (Soul verdict cut-emoji-sequences.s3)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-12 06:39:40 +02:00
Meta Vens
e1a5c6a1b0 Emoji sequences: liga in the 142 serialized TMP texts (43 prefabs, 2 scenes) and in TMP Settings, written by EmojiFont.EnableLigatures
Every prefab and scene was re-serialized by Unity 6, so each file also carries the editor's own migrations (m_RootOrder, m_ConstrainProportionsScale, m_enableWordWrapping to m_TextWrappingMode, name quoting). Builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 04:37:07 +02:00
Meta Vens
1660a68a8a Fog Patch prefab carries VapourCloudInstance at the origin and unit scale; ZoneRenderer.CloudPrefab assigned in ARPG
Wired through the Editor in batchmode (component, root pose reset, field assignment); the scene diff is the one
CloudPrefab line, the Editor's unrelated field churn reverted. Builds (Unity compile 0 error CS).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 03:46:24 +02:00
Meta Vens
8a1e205cf0 A new run replaces the saved run only once it has staged; a failed start says why and leaves the saved run
Launch cleared the run store before generating, and a generation or staging failure only reached the log: the
Generating Galaxy dialog stayed up, StartGame threw, and the saved run was already gone.

RunSave.Replace runs a start with the saved run still stored: when it returns a staged run the saved run's records go,
and when it returns null or throws, only the records it wrote (the arena's orbits and bodies) go. StartGame's
new-run branch is StartScenario, chosen by PendingScenario rather than by the absence of a SavedGame; it mints into an
empty ledger, and a failed start clears CurrentGalaxy (so quitting saves nothing) and refuses on the main menu with
every failure. Launch no longer clears; a galaxy that throws is refused on the title menu. The menu offers Continue
whenever no run is live, which replaces MainMenu.InGame (cut, with its prefab value and scene override), so a
failed start can resume the saved run in place.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 22:03:50 +02:00
Meta Vens
e640aad65a Upgrade to Unity 6000.3.24f1
Editor-driven upgrade from 6000.1.10f1: patch-level package bumps,
importer re-serialization of legacy .meta files, and the regenerated
Input System wrapper. Verified by playing from Main Menu into ARPG.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 22:04:28 +02:00
Meta Vens
7006a6b0dd Restore the stable legacy Unity project 2026-08-10 14:57:50 +01:00
Meta Vens
8c71a6379d Recover Mine Launcher as daemon deployable 2026-07-12 02:25:40 +01:00
Meta Vens
6de0141b33 Delete dead generic popup inspector shell 2026-06-17 07:27:59 +01:00
Meta Vens
7d8801d24f Cut confirmation dialog loose from properties panel 2026-06-17 05:38:58 +01:00
Meta Vens
0ced284cab Lower main menu root shell through Eve 2026-06-17 04:57:56 +01:00
Meta Vens
0a2f65670d Delete dead popup menu shell 2026-06-17 03:59:14 +01:00
Meta Vens
fed0759074 Delete dead inventory weapon group shell 2026-06-17 02:39:13 +01:00
Meta Vens
ccdfc1fbfc Replace input layout JSON with typed projection 2026-06-13 22:45:06 +01:00
Reinier Vens
6b0860b178 Bugfixes & Reactive Refactor
Added credits display to trade screen
Fixed bug in inventory screen where a failed drag from a cargo bay would make the item disappear until a refresh is triggered
Changed behavior of Escape key to exit menu if a menu is open
Fixed zone map gravity isolines to correctly track maximum gravity depth
Refactored orbit and planet data to replace reactive variables with regular ones
2025-07-18 00:21:33 +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
bbf1d53d1c Upgrade to Unity 2021.3.6f1 LTS
Converted remaining .blend files to .fbx
Type check safe cast operator broken in DictionaryInspector? Wrote around it
UI Materials not blending properly - fixed by switching to Fade transparency mode
2022-07-17 23:20:50 +01:00
Reinier Vens
07bddc0a6a Nebula Lighting Everywhere + Perspective Distortion Fix
Applied nebula lit shader to "planets" and asteroids
Modified gas giant shader to accept nebula lighting and to be a bit less crappy in general
Fixed raymarching depth sampling perspective distortion
2022-07-16 06:42:40 +01:00
Reinier Vens
bba4f720ce Nebula-based Lighting
Main shader used for dynamic objects like the ships now gets its ambient color from the fog lighting texture
2022-07-14 05:21:16 +01:00
Reinier Vens
b08423b936 NEW CLOUDS NEW CLOUDS NEW CLOUDS WHOOO
Added new clouds shader with improved raymarching loop
Currently only being used in main menu (rest is coming right up!)
Removed WWise (it's nice, but all it's doing is throwing exceptions rn since we ain't about to get a license)
2022-07-10 02:53:09 +01:00
Reinier Vens
b0673c82fc Multi-Location Quest Injection 2021-05-16 05:24:51 +01:00
Reinier Vens
81acaf2a47 In Game Input Screen
Implemented saving/loading of custom input settings
Incorporated Input Screen in game
Organized UI scripts into folders
Deleted some unused UI scripts
Reimplemented Fog Blur (by copying modified DoF to assets)
2021-05-08 07:35:16 +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
82c8041765 Ink Integration
Initial integration of Ink scripting - simply runs the first story it finds.
2021-04-19 04:35:46 +01:00
Reinier Vens
9779afb1bb Action Bar Weapon Group Binding
Selecting a weapon now displays weapon group toggles
Added global drag and drop handling in game manager
Weapon group toggles can be dragged to action bar to bind them
2021-04-19 03:46:35 +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
11a55e236b Loot
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
2021-04-15 04:25:22 +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
b171b940dc Significant Digits Hotfix
Formatting code was consuming the sigdigs whenever it was used. Whoops!
2021-04-13 02:16:03 +01:00
Reinier Vens
54f7e3a66f Properties Panel Overhaul
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
2021-04-13 01:50:42 +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
62d4221958 Hypothermia & UI Fixes
Implemented hypothermia death, with associated postprocessing and HUD UI
Fixed heatstroke and hypothermia not triggering death events
Fixed target inventory dropdown not working in trade menu
Added ability to rename ship
Added player death on cockpit destruction
Fixed confirmation dialog not using onconfirm callback
Fixed faulty double click in inventory panel
Fading out heat texture when ship has uniform temperature
Fixed inventory panel displaying incorrect default when no cargo bay equipped
Fixed incorrect state for console and weapon effect managers when restarting from in-game menu
Fixed save/reload when ship is docked at a station
2021-04-10 01:47:16 +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
ad499a09ac Hotfix
Game wasn't actually starting properly 'cause of all the slime stuff
2021-03-28 03:43:35 +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
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
b6828a975a Save/Load and Main Menu Submenus
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
2021-03-14 03:56:49 +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
adfb200a91 Wormholes 2021-03-05 14:31:18 +00:00
Reinier Vens
79b0c036cb Mines and Flamethrowers 2021-02-06 15:29:04 +00:00
Reinier Vens
3a9ee2ccf7 Damage System Rewrite
New damage system, much easier to understand
Splash damage support
Hardpoint armor consolidated with hull armor
Minimap shows view cone
New industry standard palette for temperature display
Temperature range display contains palette
Restoring loadouts now ignores temperature and armor
Items can ignore thermal mass when adding heat
Burst weapons can consume single ammo (mainly shotguns)
New missile type that follows crosshairs
New airburst projectile type that deals splash damage
Auto Shotgun and Charged Shotgun
2021-02-01 08:13:14 +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
2a0fe34611 Charged Weapons & Hitscan Weapons
Implemented two new weapon types and created the Railgun (which is both) and accompanying VFX
2021-01-30 01:02:11 +00:00