Commit graph Aetheria/Assets/Scripts/ServerShared/Behaviors/Launcher.cs
Author SHA1 Message Date
Meta Vens
b0d2aa1156 Purge Newtonsoft state annotations 2026-06-13 04:56:50 +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
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
526a737a4d Modular Database Tools
Extracted all inspector code for database inspector into a single class per supported field type and wrote reflection code to invoke them automatically
Removed all Aetheria-specific code from database tools
Database View editor is now abstract and supports arbitrary grouping of entry types; specific users must implement their own database view
2021-03-31 04:07:11 +01:00
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
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
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
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
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
8aaccac2b5 GUNS GUNS GUNS
GUESS WHAT
2021-01-05 02:56:17 +00:00
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
Reinier Vens
f643f6cc8a New Inventory System + Overhaul
Removed universal GameContext references
Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager
GlobalData is gone, relevant settings are distributed amongst specialized settings classes
Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks
Controller subtypes are now generic classes, class argument is task type
Inventory is now a 2D grid instead of a list
Entity temperature is now a 2D grid instead of a number
Item sizes are now arbitrary shapes instead of a number
Hardpoints are now arbitrary shapes instead
Equipped items have their own temperatures
Map view now displays sunlight colors
Integrated Allegorithmic Substance Plugin
Imported Djinni ship and assigned Substance materials
Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
2020-12-10 23:20:38 +00:00
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
fc94531566 Behavior Canceling & Grouping
Behaviors are now grouped, behaviors within a group can cancel execution of the rest of the group
2020-05-11 01:17:10 +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
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
Renamed from Assets/Scripts/ServerShared/ItemBehaviors/Launcher.cs (Browse further)