Commit graph Aetheria/Assets/Scripts/Zone Display/ZoneRenderer.cs
Author SHA1 Message Date
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
69aca09f63 Boundless
Removed hard zone boundaries
Fixed stuff that broke because of hard zone boundary assumption (stardust placement, vertical fog)
Added a skybox!
Removed density-based albedo boost (_TintExponent) to improve perceptual uniformity at different step sizes, reconfigured shader to achieve / surpass previous looks and performance
Cell Brush has a material editor now to enable variant selection
Enabled Caching Shader Preprocessor
Moved raymarching loop into CloudShader
Get environment settings from game manager to enable configuration / variation
Introduced slope-based nebulae damping and volumetric flow
Hid optional volumetric features behind preprocessor branches
Created shader variants selected by global keywords for all shaders depending on volumetrics
Environment settings used to configure shader variant selection
Moved dynamic lighting settings to own subclass
Dynamically adjust gravity map isoline contour depth range according to zone contents
2022-07-21 21:40:44 +01:00
Reinier Vens
be5e7618d6 Performance Optimization
Improved volumetric flow performance by orders of magnitude
Cleaned up old raymarching support code
Moved asteroid height calculation to vertex shader
Manual culling for asteroid field render update
2022-07-19 18:55:17 +01:00
Reinier Vens
b93d2d213b Graphics Settings + Disabling Minimap Asteroids
Created graphics settings data structure
Added nebula quality option to graphics settings
Added option to display asteroids in minimap (expensive)
2022-07-18 08:44:54 +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
cda321ba4a New Clouds In Game Scene
Implemented new raymarching shader in game scene
2022-07-11 08:14:00 +01:00
Reinier Vens
2f98904614 Hostility Fix + Story Work
Fixed various bugs caused by triggering wormhole animation multiple times
Sector -> Galaxy
Fixed bug in hostility system; deserialized entities' PresencePermitted was silently throwing an exception (due to Faction being null during initialization) and thus never updating in response to security level changes
Worked a bit on story processing
2021-05-14 03:03:28 +01:00
Reinier Vens
710d17ff4c Station Compass Icons 2021-05-12 13:49:04 +01:00
Arnaut
4aa02968cd Added wormhole compass icons 2021-05-12 12:53:16 +02:00
Reinier Vens
122e929214 Various Improvements & Fixes
Map icons now have a constant size independent of zoom level
Galaxy Map now displays zone properties when clicking on a zone
Zone generator now uses half of nebula density, means smaller and more varied zones
Stations will refuse docking to entities with insufficient clearance
2021-05-12 00:15:11 +01:00
Reinier Vens
1fb0355143 Update gitignore
gitignore was missing auto-generated project files
2021-05-11 09:44:01 +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
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
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
Renamed from Assets/Scripts/Sector Display/ZoneRenderer.cs (Browse further)