1,017 Commits over 183 Days - 0.23cph!
Moved existing Code files into a "Sprite" folder
Create Tileset folder and add a basic TilesetResource
Add empty TilesetComponent with stripped Tile class. Will optimize this further later.
Began basic Tileset Tool, Draw grid with gizmo instead
Create TilesetToolInspector, rebuild on hotload
Strip TilesetComponent.Tile class and add TilesetComponent.Layer class
TileMapTools -> TilesetTools. Add ControlSheet to TilesetToolInspector
Create GameObject w Component when necessary
Added SelectedLayer and Active to TilesetTool.
Tileset Tool Header shows Selected Layer
Created Layer List Widget and Layer Widget, displays in both ToolInspector and TileComponent
https://files.facepunch.com/CarsonKompon/2024/July/22_22-51-HugeOtter.mp4
TilesetComponent.Layers is now a property under the Layers group
Add Storage Usage Widget to Publisher Wizard. Useful for finding out what has the largest impact on file size.
https://files.facepunch.com/CarsonKompon/2024/July/22_15-25-WellgroomedKomododragon.mp4
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu
https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4
Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums
Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments.
Give Network Options button ToolTip
Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation"
Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled
Grey out interpolation icon when disabled
Merge pull request #1631 from Facepunch/new-inspector-network-menu
Updated Network Settings Menu in GameObject Inspector
Grey out interpolation icon when disabled
Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled
Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation"
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu
https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4
Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums
Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments.
Give Network Options button ToolTip
Show Prefab Variable button before Nullable button in ControlSheet
Fix gizmo bounds on SpriteComponent when origin was in lower-left quadrant
Add Box Gizmo to Hitbox Component
Fix RoomManager gizmos
Update Sprite Tools
Fix Texture.Load issue in ItemComponent
Updated Sprite Tools
Show Aggro Range gizmo when enemy selected
Optimize single non-spritesheet Sprites
Another TextureAtlas NRE fix when uninitialized
Fixed CellOffset visual display in Spritesheet Importer
Fixed Cell Offset in Import process
Use Pixel Font for Damage Numbers
Increase Map Generation Size with each Floor. Guarantee one item room each floor, adding another every 4 floors
Fixed enemies walking through walls
Fix dash networking
Added Enemy Spawner Component, Sprite and Prefab
PrefabSpawners have SpawnOnStart. Crates/objects will spawn on map generation, enemies will not spawn until entering room.
Doors close when entering Room (if room has enemy spawns). Doors open after clearing all enemies.
https://files.facepunch.com/CarsonKompon/2024/July/20_00-42-AntiqueMeadowhawk.mp4
Tick correct session in SceneViewWidget. Fixes occasional `Error calling 'tool.frame' on 'Editor.SceneViewWidget'`
Hook up File -> Open Scene (Resolve TODO)
Move some scripts into new folders
Fix some Player networking issues
Player and other Entities no longer run OnFixedUpdate when Map is generating
Created EndFloorTrigger and prefab. Goes to next floor when all players are standing on it.
Add EndFloorTrigger to each boss room prefab
Going to next floor loads new scene and connected clients retake appropriate players
Fix re-connected player sometimes spawning with a 2nd gun
Spawn enemies/other prefabs once room generation is finished
Added Item Rooms and RoomType Enum
Created Boss Room Assets
GameManager.IsMapGenerating, Pause everything while generation occurs
Fix Map Generation Hanging sometimes
Added "Generating Map" UI
Update Sprite Tools
Fixed odd png issue
Update Sprite Tools
Update Sprite Tools (again)
Updated all Item Sprites to use the same origin
Improved InteractableUI
More InteractableUI cleanup
Created Item Prefab
Update Sprite Tools
Update All Sprites Again
Item Prefab assigns a random Item when Item is null
Fix TextureAtlas NRE when uninitialized
Fix more sprite component errors when no Sprite is set
Added popup to Create Sprites menu option allowing you to specify import settings for each sprite
https://files.facepunch.com/CarsonKompon/2024/July/18_19-26-TinyWrenchbird.mp4
Whoops creating sprite from menu didnt actually save the file
Update Sprite Tools
Created ItemResource
Expanded upon ItemResource
Update Sprite Tools
Added SS1 Item Sprites for now
Interactables now show info panel when standing on
Added some test items
Made ItemResource only take Sprite, Interactable Icon takes texture from Sprite
Update Sprite Tools
Fix error serializing SpriteComponent without a Sprite
Added Right Click Menu for creating 2D Sprite(s) from image files
https://files.facepunch.com/CarsonKompon/2024/July/18_18-16-TurbulentBongo.mp4
Fix Sprite Component gizmos erroring when no Sprite is set
Added Dash/Roll. Invulnerable while dashing
Added Dash Particles
Update Sprite Tools
Shorter Range on Uzi Weapon
Added Bullet Pop Effect to projectiles
Only run OnAnimationComplete if Game.IsPlaying
Changed SpriteComponent title to "2D Sprite Component" to prevent confusion with existing sprite components
Fix Sprite Objects being dragged in with an incorrect rotation
Added SpriteComponent.GetAttachmentTransform to get Transform of an attachment without having to create Attachment Objects
Added documentation to PlayAnimation function
Made Attach Points much more visible in the Sprite Editor
Hopefully prevent spontaneous crash when crating new Attach Points
Delete the test sprite
Fixed Z-indexing and camera height
Re-organized Room Prefab folder structure
Started on Interactable Entity
Pitch coin sound when picking up consecutively
Update player hitbox
Don't run Entity GameObjectSystem in editor 😅
Fix Map Generation + Prefab Spawner Networking
Fix connected clients not picking up coins/other pickups
Show other players on HUD
Fix Z-Layering for pickups and networked players
Sync Player Coins
Fixed most the collision issues
Move Entity Updates to GameObjectSystem. Big performance boost
Changed up some spawn rates
Replace all spawners with different prefabs using prefab variables (so i can change everything at once a lot easier)
Number Particles fade quicker
Added box spawners to each of the test rooms
Added Damage Numbers to entities
Added PrefabSpawner which randomly spawns a selected prefab in the box
Added random enemy spawns to each room
RoomExit components have a gizmo hitbox so they can be clicked on
Fix room colliders
Add Door Blocker
Make sure open ends are capped properly
Show preview tile above that layer so you can see what you're replacing
Fix Erase Tool not erasing correct layer
Cleaned up paint and erase tools. Supported painting tiles over one-another to replace them (on same layer)
Fixed Tiles not serializing or initializing properly in TileComponent
Fix GameObject not being created automatically. Fix erase tool.
Created RoomResource. Made Tools for generating RoomResources from prefabs.
Associate exit object with transform in resource. Updated all resources appropriately
Add IsStartingRoom to RoomResource
"Update Resource" -> "Save Resource"
Updated all the text rooms
Added Basic Map Generation.
https://files.facepunch.com/CarsonKompon/2024/July/18_00-14-TruthfulYosemitetoad.mp4
Added heal visual to entities (green fade)
Create RoomManager and RoomExit components. Make a handful of test rooms
Added HealPickup class and Medkit prefab
Clean up code folder structure
Cleanup Coin and Pickup classes
Added PrefabDrop class, Boxes have chance to drop Medkits