836 Commits over 153 Days - 0.23cph!
Display 2 instead of MaxMembers since people can spectate
Make turn length 15s instead of 10s
UV offset gets reset appropriately when changing animation
Update .sbproj
Fixed spectating CPU games creating boards for spectators
Show GameHud as a spectator with some different text
Fix Bot Matches not working
Don't show hints to spectators.
Fixed AttackRandomly not working as non-host
Show player count in lobby. Remove lobby status until it can be properly implemented.
Update .sbproj
Fixed Looping variable not working properly
Make BaseDropObject public so it's accessible to editor tools
Added "Import Spritesheet" button which opens a blank import dialog
Merge branch 'main' into spritesheet-importer
Merge branch 'main' into spritesheet-importer
Merge branch 'main' into spritesheet-importer
TextureAtlas.FromSprites orders list by name so order doesnt matter
TextureAtlas.FromSpritesheet re-orders list so order doesn't matter
Merge branch 'main' into spritesheet-importer
Create SceneWorld thru EditorUtility
Created SpritesheetPreview widget
Created SpriteRenderingWidget as a generic for SpriteEditor and SpritesheetImporter to both extend
Import settings control widgets
Import Settings Groups
Importer window shows importing image
Remove unused shaders and renamed main shader & material to "sprite_2d"
Spritesheet Importer Overlay Buttons
Fixed transparency issues with spritesheet importer
Fixed origin/attachment materials
Created sprite_sheet_grid which draws over the spritesheet import preview
Update sprite_2d vmat initial variables
Attempt at grid shader
Spritesheet Importer Window UI
https://files.facepunch.com/CarsonKompon/2024/July/04_18-39-ImperturbableCorydorascatfish.mp4
Remove debug logs
Remove some other un-needed stuff
Add SpriteSheetRecf to SpriteAnimationFrame
TextureAtlas class now caches the atlas itself instead of just the texture
Created TextureAtlas.FromAnimation which respects sprites *and* spritesheets
Spritesheet Import Button which saves image+rect data to the selected animation
Timeline optimizations with respects to spritesheets
FrameButton supports spritesheet frames
Preview now supports a supplied rect
SpriteComponent now supports sprites with spritesheets
Improve TextureAtlas caching
Support sprites that aren't square aspect ratio in the Sprite Editor UI
Imported some more spritesheet test assets
Fix spritesheet size being used instead of rect size for spritesheet frames
Update Frame List automatically after importing spritesheet
Remove Spritesheet Overlay
Update player and example scene
Fix SpriteFlags not applying OnStart
Timeline optimizations with respects to spritesheets
FrameButton supports spritesheet frames
Preview now supports a supplied rect
SpriteComponent now supports sprites with spritesheets
Improve TextureAtlas caching
Support sprites that aren't square aspect ratio in the Sprite Editor UI
Imported some more spritesheet test assets
Fix spritesheet size being used instead of rect size for spritesheet frames
Update Frame List automatically after importing spritesheet
Remove Spritesheet Overlay
Update player and example scene
Fix SpriteFlags not applying OnStart
Remove debug logs
Remove some other un-needed stuff
Add SpriteSheetRecf to SpriteAnimationFrame
TextureAtlas class now caches the atlas itself instead of just the texture
Created TextureAtlas.FromAnimation which respects sprites *and* spritesheets
Spritesheet Import Button which saves image+rect data to the selected animation
Update sprite_2d vmat initial variables
Attempt at grid shader
Spritesheet Importer Window UI
https://files.facepunch.com/CarsonKompon/2024/July/04_18-39-ImperturbableCorydorascatfish.mp4
Fixed origin/attachment materials
Created sprite_sheet_grid which draws over the spritesheet import preview
Import Settings Groups
Importer window shows importing image
Remove unused shaders and renamed main shader & material to "sprite_2d"
Spritesheet Importer Overlay Buttons
Fixed transparency issues with spritesheet importer
Gave a few SpriteComponent properties "Visuals" Category. Removed FlashAmount in favour of FlashTint.
Fixed Opacity not working on Tint Property
Added SpriteFlags, starting with Horizontal Flip and Vertical Flip.
https://files.facepunch.com/CarsonKompon/2024/June/28_21-54-ShockingYearling.mp4
SpriteComponent doesn't draw backface by default. Added Draw Backface SpriteFlag.
https://files.facepunch.com/CarsonKompon/2024/June/28_22-54-InconsequentialBantamrooster.mp4
Fix NRE in UpdateMaterialOffset
Merge branch 'main' into spritesheet-importer
Create SceneWorld thru EditorUtility
Created SpritesheetPreview widget
Created SpriteRenderingWidget as a generic for SpriteEditor and SpritesheetImporter to both extend
Import settings control widgets
Return to Main Menu button on ResultsHud
Change starting scene to mainmenu.scene
Added timer between turns, forcing you to take your turn after some time.
UI Cleanup
Better UI folder structure.
Added LobbyList to Play Menu
Added Lobby Icons
Various font size fixes
Refactored a few panels so they're split up better
StatsPanel styling
SidePanel styling
Made CPUs attack more fairly
Make SFX less ear-piercing
Add cursors to Resource Files
Remove unneeded assets
Singleplayer/Multiplayer buttons on Main Menu + Minor styling changes
Added Stats (Games Played/Won/Lost, Coins Spent/Earned, Bugs Killed, Damage Dealt)
Added Pause Menu
More MainMenu styling, added content-panel for stats
Add MainMenu to Battlebugs namespace
Added StatsPanel
Removing in PlacementInput doesnt give opponent money anymore
Fix score percent value in pre-playing state(s)
Replace Weak Rock weapon with Double Rock. Start with 3 of each Weapon now.
Don't show default rock in shop. Disable scrolling.
Updated description on all weapons
Created PlayerHud component from GameHud and added chat support (bubbles beneath each player)
Playtest Balancing
Hint Notification SFX
Coin SFX
Added weighted bar to the top of the screen to show who's currently ahead
Made Cell colours more vibrant
Game End State
Split BugListHud into SidePanel and BugList
Revealing a cell has a chance to drop coins
Apply angular damping to rock as well
Created ResultsHud + Some various polish and bugfixes
Fix typos
Rocks properly detect when they have come to a complete stop
Make BroadcastHit an Authority call
Apply friction to rocks once they've hit the ground
Added "Place Bugs For Me" button
Basic Hint System. Give hints for the different revealed cell colours.
Finished Shop and it's functionality. Can purchase new weapons from the shop with earned coins.
Remove more debug logs
Bugs only drop coins on death, not on deletion
Player Coins
Add to coin count on bug death
Fix segment order on InspectorPanel
Don't consume pebble HitCount when hitting an already hit cell
Added Cost to WeaponResource
More coin drop fixes
Created ShopPanel and button to open Shop
AttackingInput does nothing when in Shop
Added Weak Rock Weapon
Remove CPU debug log
Mantis -> Dragonfly
Update Thumbnails & Thumbnail Generation
CPU fires more accurately at revealed bugs
Started support for CPU Board/Opponent
CPU Boards save their bug references properly
CPU Opponents now attack on their turn, chosing a random weapon when attacking.
Fixed lingering highlight component when hovering multiple bugs quickly
Create Coin Prefab and Component
Spawn Coins on Bug Death
Remove some unneeded debug logs
Position bugs on their cell properly
Bees float on sin wave with offset based on cell position
Remove unnecessary collisions from game_environment prefab
Model references in BugResource
Thumbnail generation Editor Tool for BugList UI
PlacingHud now shows bug thumbnails instead of coloured icons
Draw thumbnail icons on BugList, drawing correct segment type
Display thumbnail icons in inspector panel
Don't tint the bugs to their colour anymore.
Reposition body in prefabs, give each proper colliders
Determines head/body/corner/tail pieces and the needed rotational offset
Added BugListSegment to BugListEntry
Hovering a BugListSegment highlights the segment on the board if visible (and shows its inspector)
Assign categories to Bug GameResource
Rename Bug -> BugResource
Rename Weapon -> WeaponResource
BugResource now has definitions for different body part prefabs.
PlacingInput now determines which prefab to use on each cell when placing.
Fixed issues with calculating segment rotation on creation.
Fix "Value cannot be null." when ControlWidget cannot be created for property
Disabled the environment camera object
PlacingHud orders by segment count
Rock spawning bug fixes
Store relevant references/information of initial bug setup per-player
Basic BugList UI that shows remaining segments for both players.
Fixed "Hidden" banner styling. Resolves Facepunch/sbox-issues#5746
Fix NRE in UpdateMaterialOffset
DockManager only looks for types with DockAttribute.
Fixes "Inspector" dock not being created if you had another class named "Inspector", ect.
Prevents errors when loading a project that either doesn't have a startup scene set or has their startup scene deleted
Gave a few SpriteComponent properties "Visuals" Category. Removed FlashAmount in favour of FlashTint.
Fixed Opacity not working on Tint Property
Added SpriteFlags, starting with Horizontal Flip and Vertical Flip.
https://files.facepunch.com/CarsonKompon/2024/June/28_21-54-ShockingYearling.mp4
SpriteComponent doesn't draw backface by default. Added Draw Backface SpriteFlag.
https://files.facepunch.com/CarsonKompon/2024/June/28_22-54-InconsequentialBantamrooster.mp4
TextureAtlas.FromSprites orders list by name so order doesnt matter
TextureAtlas.FromSpritesheet re-orders list so order doesn't matter
Change asset.party org
Merge branch 'main' into spritesheet-importer
Add FlashColor and FlashAmount to SpriteComponent
Fixed sprite editor rendering the sprite with flash on
Implement IsLooping on SpriteComponent
BroadcastEvents pass the SpriteComponent as argument
Added OnAnimationComplete action to SpriteComponent
Update README.md
Merge branch 'main' into spritesheet-importer
Console no longer errors when clicking on objects that can't be serialized. Resolves Facepunch/sbox-issues#5737
Disable the game_environment camera
Started HintPanel and added it to game Scene
Lower board pieces a little bit
Cells are created with random rotation
Fix InspectorPanel spacing/height
Change all "dev" resources to their new names with adjusted values
Copied the dev_scene content into the game Scene.
InspectorPanel highlights the current segment in segment list
Update Flat Top description to be more accurate
Add soundscape to game scene
Start with 3 Pebble Smashes instead of 2
Created Prefab and GameResource for Flat Top Weapon
Add HitCount so some rocks can hit multiple bugs/cells
Changed Pebble Splash amount from 4-6 -> 5-6
Start with 2 flat tops instead of 3
Created InspectInput, active during Playing state. Highlights visible segments on hover
Created InspectorPanel. Highlighting a visible bug shows info in a floating panel.
Store segment index. Display missing segments on InspectorPanel