Commit graph Aetheria/Assets/Scripts/ServerShared
Author SHA1 Message Date
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
c0494ee3d8 Audio Fixes
Reactor load RTPC wasn't being set correctly
Turns out you actually have to assign audio emitter positions manually, wow
2021-03-16 18:17:38 +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
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
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
0f33e541c0 Sector Constellations
Generating links between zones within the sector using elimination algorithm with connectedness testing
Improved sample elimination API - now accepts simple density function!
Ported MIConvexHull library to single precision, Unity.Mathematics math
Removed old galaxy generator (new code is much better!)
2021-03-11 01:36:08 +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
cb4cb243e4 Freeform Zone Generation
Modified zone generator to create multiple fixed points with areas of influence tangent to each other and the zone boundary
Added weapon range icons
Modified gravity potential shader to fade out at maximum depth
2021-03-08 22:58:37 +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
2f088b5590 Heatstroke VFX
Filling the heatstroke meter now results in a postprocessing filter which increasingly distorts the player's view as they get closer to death.
2021-03-06 02:42:19 +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
273095afec Wormholes Fixed
Fixed issues when jumping to another zone:
All bodies from the old zone are correctly destroyed
Ship controls & UI transfer smoothly to new ship instance
Animation issues are sorted
2021-03-05 21:45:32 +00:00
Reinier Vens
adfb200a91 Wormholes 2021-03-05 14:31:18 +00:00
Reinier Vens
4b10923448 Heat Performance Curves + Wear & Tear
Added heat variation option for Performance Stats
Ability to toggle radiators on/off using H key
Item durability loss (Wear) is now heat dependent and incurred only when used
Restricted equip/unequip to docked (inactive) entities
Fixed race condition causing exceptions in database sync code
2021-03-04 03:58:46 +00:00
Reinier Vens
fae3b85213 Torque Compensation for Strafe Input
Adjusted thruster firing to compensate for torque introduced by uniform application of strafe input to lateral thrusters.
2021-03-03 01:53:23 +00:00
Reinier Vens
56f97d82f9 Centralized Energy Generation
Energy consumption is now handled by the entity code via the TryConsumeEnergy function, will return false when out of power.
2021-03-02 23:02:19 +00:00
Reinier Vens
ee0bba31b1 Active Cooling
Radiators now have a heat pump built into them
2021-03-01 01:53:56 +00:00
Reinier Vens
db8c3c7779 Initial Wwise Integration
Created wwise project
Integrated inventory UI sounds
Improved projectile weapon behavior (randomized start position, stopped them from self-destructing at target range when airburst is disabled)
2021-02-27 20:53:36 +00:00
Reinier Vens
b53e4aec8c Combat & Visibility & Collisions
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
2021-02-26 19:01:47 +00:00
Reinier Vens
8d4bd04891 AI State Machine First Pass
Implemented first pass on code-driven state machine logic for flexible AI agents
2021-02-11 03:14:20 +00:00
Reinier Vens
bb297bf84c Lightning
Created Lightning Gun effect (Uses LineRenderer, very slow)
Created GPU Lightning renderer (very fast, still needs integration)
2021-02-04 04:37:47 +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
Reinier Vens
922c8ea460 Misc. Improvements
Turrets lead their projectiles
Double click to equip/unequip/move
Minimum weapon convergence distance
2021-01-27 16:14:41 +00:00
Reinier Vens
b779d7c0af Heat System v2 + Lasers
Heat system remade, now guaranteed stable
Schematic heat texture is now
Radiators glow according to temperature
Added Laser weapons
Longinus has split weapon and radiator meshes, weapons can yaw 1 degree for target convergence
Articulation points can now handle 360 rotations properly
Fixed exception caused by hit spread on thin hull sections
Fixed loadout not restoring item rotation
Fixed exception in inventory panel selection
2021-01-27 00:05:30 +00:00
Reinier Vens
357f9db329 Weapon Scripting Overhaul
Weapons are now monolithic behaviors
Various new weapon behavior types implemented
All weapons have optional magazine and reload mechanic
Visibility now decays globally
2021-01-25 05:53:36 +00:00
Reinier Vens
48abee4847 Cash Money
Player credits now tracked by game manager
Buying items subtracts credits
Right clicking on trade menu items allows player to buy multiple
Inventory panel dropdown now allows instantiating saved loadouts
2021-01-19 01:22:56 +00:00
Reinier Vens
b4432b7aca Saving Loadouts
Added entity save option to the inventory panel dropdown
2021-01-18 02:35:56 +00:00
Reinier Vens
8d6770ab15 Performance Optimization
Asteroid positioning is now multithreaded
Item quality calculation is now allocation free
Various other garbage reductions
2021-01-17 23:26:53 +00:00
Reinier Vens
ebec68e7f0 Heat Pipes
Thermal Layer Removed
Items can be destroyed from inventory menu via drag & drop
Trade menu contains only priced items
Trade menu has filters for commodities
Conductivity can be adjusted along schematic edges
Thermals rebalanced
2021-01-17 02:45:52 +00:00
Reinier Vens
280b720962 Entity Serializer 2021-01-15 20:07:39 +00:00
Reinier Vens
f4ee26e96c Trade Menu
Implemented Trade Menu
Item Filtering by size, hardpoint, behavior
Buying from trade menu on double click
2021-01-14 23:47:08 +00:00
Reinier Vens
e3de7158fd Entity Destruction
Added multiple turret enemies
Added ability to destroy enemies
Fixed bug where player could target themselves
Fixed bug where targeting new enemy freezes schematic hit animation
Fixed bug where target lock progress could persist when targeting new enemy
2021-01-12 00:54:29 +00:00
Reinier Vens
eaedf0cee8 Update ItemData.cs
Fixed EDGE case where Shape.Inset would cut off columns of the inset shape when inset position was close the rightmost EDGE of parent shape.
2021-01-11 18:01:03 +00:00
Reinier Vens
20e9f89228 Target Schematic & Various Improvements
Targeting an enemy now shows their schematic
Added Longinus Hull
Fixed projectile overpenetration
Fixed projectiles colliding with minimap icons
Added Schematic hit flashing
Thruster torque multiplier
Thruster torque threshold
2021-01-11 02:56:37 +00:00
Reinier Vens
fddd485262 Hellfire
Targeting
Target locking
Crosshairs
Improved HUD schematic feedback
Equipment Heat Damage
Equipment Disabling
2021-01-10 03:59:47 +00:00
Reinier Vens
871c978301 Hit Detection 2021-01-08 12:44:10 +00:00
Reinier Vens
ef816cc7e0 Murder Satellites
Created TurretController, which performs basic combat for fixed orbital installations
Projectiles self-destruct at maximum range
Created turret prefab
Outfitted turret in game manager
Entity position is now 3D
Entities responsible for updating their own position and orientation
Barrel positions and orientations available from entity code
Inventory code will display modal dialog for invalid item moves instead of breaking
Yaw articulation working (full 360 rotation still borked)
2021-01-06 14:56:39 +00:00
Reinier Vens
8aaccac2b5 GUNS GUNS GUNS
GUESS WHAT
2021-01-05 02:56:17 +00:00
Reinier Vens
1e273d691e Gear Schematic HUD
Created in-flight equipment HUD & schematic display
2020-12-31 19:53:16 +00:00
Reinier Vens
6db7c65961 Energy & Heat
Energy Generation (Reactor behavior)
Heat Conduction / Radiation
Temperature Display
In-game ship schematic
Better asteroid distribution
2020-12-27 22:18:22 +00:00
Reinier Vens
9e88fcda95 Bigger Sectors & Various Bugfixes
Minimap works again
Stardust density is now proportional to gravity depth
Generated zones are double the size and better distributed
Orbital hierarchy actually working now (!)
Station start position actually orbits something now
Max gravity strength remapped to infinity (zone boundary is properly impassable now)
2020-12-23 22:38:30 +00:00
Reinier Vens
1df7f1bc67 First Flight Polish
FIX: Gravity waves weren't lining up properly between the GPU and CPU implementations
Inventory menu wasn't highlighting rotated items correctly
2020-12-22 21:32:37 +00:00