121 Commits over 0 Days - ∞cph!
Add AngularDamping to WorldItems so they don't just roll away infinitely
Make all block items smaller for now (until we have proper voxel drop)
Add WorldModelOffset to ItemAsset, allowing you to scale/reposition the Model in the dropped WorldItem. Make Metal Piece much smaller and have proper origin
Drones now have a chance to drop Metal Pieces
Add `flex-shrink: 0` to CraftingMenu group/headers
Fix squished Crafting Menu when selecting item with 3 or more required items
Added Tooltips to ItemSlot
Fix not being able to punch voxels with fist as connected client
Fix particles colliding with the thing that just died, causing them get stuck. Also fixed particle spawning on connected clients.
Fix ResourceGatherers not being found on connected clients (Allowing resources to be hit properly now)
Change camera.prefab to Never Network
Durability should be saved to Inventories now. Removed debug logs for it.
Implemented Mining Laser / TraceWeapon functionality. Added StatModifier which prevents BaseStats being applied on top of it since it's a basic tool.
Added Mining Laser Item/Prefab and TraceWeapon (Doesn't do anything yet)
Player death effect now spawns particles in bounds instead of from one spot
Fix VoxelParticles errors
Fix WorldItems falling through the world (my bad)
Remove my leftover debug logs
Added Durability Consumption on Weapon Use. Melee weapons only consume durability on hit
Play lower-pitched damage sound on gib destroy
Add text-overflow: elipsis to crafting entries
Put ammo items in their own category
Added Projectile Weapon Ammo. Added CraftingYield to ItemAsset (So one metal piece can yield 4 ammo)
Clean up Mob Gibs, add support to Drone mob
Added contact damage to Drone. Spawners can now choose from multiple mobs to spawn
Fix Respawn button broadcasting for everyone
Added death and basic "spectating" hud telling you when you can respawn
Make mob gibs a bit more satisfying
Fix voxel particle material detection
Move Camera into it's own prefab. Smooth Camera Z
Mobs break apart and explode into cubes on death
Voxel Particles are the material/colour of the thing they hit
ResourceNode spawns WorldItems based on Bounds instead of arbitrary number
Rollers deal Contact Damage. Fixed player health not depleting.
Make Nametag much more visible
Spawn WorldItems higher up so they dont fall through the world
Connected Clients can now pickup World Items again
Added Voice Component to Player Prefab (No UI, I'll leave it up to Alex)
Don't serialize MaxStack with Item (since it references ItemAsset)
Change smg recipe for now so we can actually make it
Added CanCraftItem
Add CombinedItems to Inventory and use that for checking CanCraftItem. (Since your combined total could be across both hotbar and inventory)
Implemented Crafting
Add Category to ItemAsset
Fix NRE on Vitals when no character is selected
Don't NRE when an icon has yet to load
Very Basic Crafting Menu
Remove hardcoded SMG/Sword starting items
Dragging an item in/out of the active inventory slot will equip/unequip it
Added CraftingRequirements to ItemAsset. Make StatusEffects public so it serializes properly.
If Contact Point returns Vector3.Zero, then position the DamageInstance on the Projectile. Prevents damage numbers from spawning at origin for now
Can't drag the same item on itself
Hopefully fixed all the item moving issues
Fixed SMG muzzle position
Can now click-and-drag a stack onto another stack and it will combine them. Putting any max stack overflow into it's own slot
Containers now save/load their inventory index in ISaveData (So stacks dont get automatically combined and placed in the first slot on load)
Fix NRE on the hotbar when character is not yet selected
Remove leftover Debug Log from character select
Basic Pause Menu (Which is just the Main Menu but slightly different)