122 Commits over 61 Days - 0.08cph!
Main Menu Save Slots now have play/delete buttons instead of the whole thing being a button
Intro Cutscene now has save file state, updated all map thumbnails and made them jpgs
Map Resources can now set an associated Hub World with each stage. Save Data now keeps track of level completion
Quest Resources now have an associated map to track hub progress
Fixed CameraIntro.OnIntroEnd and made it so you can hold E to skip the intro cutscene
Coin count is now serialized with Scene Metadata so we can retrieve from menus.
Pause Menu now shows you quest completion percent for the current area
Fix End Item Screen
Save Slot now shows progress throughout the game, and levels completed
https://files.facepunch.com/CarsonKompon/2024/November/29_10-20-HandySkylark.png
Diving into a Balloon gives you your jump back instead of continuing to send you forward
Made Balloon collisions a bit more fair
Balloons and Crumble Platforms respawn quicker
Checkpoints cannot be re-activated. Meaning you can't accidentally fall back to a previous one and lose progress
Can't use scene triggers if entered a level from the menu
You now only continue to slide from a dive if holding a movement key. Otherwise you come to a stop much quicker
Can now steer the dive (both in-air and on the ground)
Can press the ground pound button while sliding on the ground to instantly cancel the slide
Added train ambience to main menu, camera slightly bumps every once in a while
Remove unneeded GameObjects from Main Menu, clean up Hierarchy
Removed existing Ui folder
Added new UI folder with updated folder structure, fixed a bunch of UI issues and did various optimizations
Don't save over save file when loading into a level from the main menu instead of from save file
Fix pause menu black square in levels
Added Button Icons
Made Save Slots larger in Main Menu and give more info about the player's save
Can no longer tongue objects through walls (might need to tweak this)
Fix music pitch not resetting when entering a new scene
Make coin sound less ear-piercing
Add Interact Prompt to the DialogueBubbleUI when you can advance the text
Added cooldown to interacting with NPCs so you can't accidentally re-enter their dialogue when spamming
Added Interactable.CanInteract
Added Area Coin Counter to Pause Menu (top right of minimap)
Add "skybox" tag for now and draw black background behind minimap to prevent alpha issues
More UI cleanup
Update fisher interact height
Added Interactable.InteractHeight instead of assuming based on bounds
Added clip brush to lower area, added more coins
Added a ton of coins to the intro area, fixed water particles
Prevent camera from infinitely zooming out in Pause Menu
Added camera positions to Ginnle
Added Rubert Voice Lines for quest complete and hooked up SpeakingObjects
Timer no longer displays in hub levels
UI cleanup
Fix dialogue not set errors in intro area
Added `LevelManager.LoadedFromMenu`
Start new save with intro cutscene
Added Cutscene component that works independently from Dialogue component. Lever now uses cutscene to show what it did
Hide TongueUI during cutscene
Added StartOn and CanHitMultipleTimes to LeverSwitch. Lever in intro scene can only be hit once
Lever is no longer targettable when it can't be used anymore
More ISaveData stuff
Added SaveEnabled Component which saves whether or not a GameObject was enabled. Added to everything necessary
New Coin SFX
Enabled looping on menu_music
Fix all known MusicController-related issues. Resolves Facepunch/sbox-piecrumb#20
Only show Debug menu option when in editor
Load GameSettingsSystem on Main Menu instead of after save load so main menu respects volume controls
Gave UI buttons custom pointer cursor
Train collisions in intro area v2
Call PlayerDresser when removing clothing of the same type
Added a bunch of clothing helper functions and automatically load equipped clothing on start
Added `unlock_clothing` command
Can now unequip clothing from the clothing menu. Hooked up IsEquipped indicator
Added Map to Pause Menu with Quest List. Shows Icon where Player is currently standing
Created CharacterResource, and assigned one to each existing NPC
Only run this on firstTime 😳
Show NPC Icons on the Pause Map. Don't show Quest UI when standing still anymore
NPC Icons now show "!" next to them when they have something new to say
Fix Ginnle's NPC/Character Association
Fix BuildHash error on Player Map Icon
Fixed climbing ability not checking collisions properly and instantly dropping a grate at certain angles
Added DisableFollowCam to CameraTrigger
Cutscene NPC mixer fix
Camera doesn't turn automatically when running backwards
Move NPC Mixer from Game Mixer to Master
Added custom mask parameter to FadeUI
Added DeathType, dictates FadeUI mask. Added DeathType property to KillTrigger
Can dive into a climb. Resolves Facepunch/sbox-piecrumb#17
Fixed Jump from Wall Climb + Other Diving tweaks
Make sure ClimbingAbility actually checks climbing tag and has better edge detection. Resolves Facepunch/sbox-piecrumb#16
Removed PhysicsCharacter and replaced it with Sandbox.PlayerController
Fix train intro anim looping
Fix PlayAmbience NRE
CameraTrigger fixes
Hook up DspEffect and update Mixer
Music/Ambience now plays based on what is defined in LevelManager
Add more Metadata to LevelManager and implement ISceneMetadata
Remove all SceneInformation components in favour our new one
Basic MapSelectTrigger
SceneTrigger and FadeUI improvements. Added option to send player to World Map
Fix Player getting stuck in squish states sometimes
Added loading screen with cute animation
https://files.facepunch.com/CarsonKompon/2024/October/29_14-04-DarkblueShrimp.mp4
World Map now does the new fade-in and load screen. Should be uniform just about everywhere now
Triggers are much more reliable
Implement QuestResource and Quest save system
Created QuestUI
Created 3 starting quest lines
Player now checks for quests requiring items automatically
Fix ItemPickups deleting themselves in editor
Save System fixes
Fix a bunch of quest logic + did a bunch of quest cleanup
Tongue Physics Improvements
Tongue in the direction of movement, not camera direction
CameraTrigger tweaks and fixes
Player movement is based on camera forward instead of EyeAngles
Exit tongue state when target is disabled
Added CameraPull to TongueTarget
TongueTarget PullingMode and OnTongueHit action
Can tongue certain objects towards you. Player can carry objects
Fix punchable scaling when grabbed
Neutral Jump from a slide will cancel forward momentum
Tongue Improvements, much more responsive while still being physics based
Basic implementation of tongue swinging
TongueAbility now highlights tongueable objects
Create TongueUI, will be used to highlight tongue-able objects
Start TongueAbility, give existing Abilities custom Icons
Slopes affect slide speed