userCarson Komponcancel

1,016 Commits over 183 Days - 0.23cph!

5 Months Ago
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.
5 Months Ago
Finished Shop and it's functionality. Can purchase new weapons from the shop with earned coins.
5 Months Ago
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
5 Months Ago
Remove CPU debug log Mantis -> Dragonfly Update Thumbnails & Thumbnail Generation
5 Months Ago
CPU fires more accurately at revealed bugs
5 Months Ago
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.
5 Months Ago
Fixed lingering highlight component when hovering multiple bugs quickly Create Coin Prefab and Component Spawn Coins on Bug Death
5 Months Ago
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
5 Months Ago
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
5 Months Ago
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.
5 Months Ago
Fix "Value cannot be null." when ControlWidget cannot be created for property
5 Months Ago
Disabled the environment camera object
5 Months Ago
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.
5 Months Ago
Fixed "Hidden" banner styling. Resolves Facepunch/sbox-issues#5746
5 Months Ago
Fix NRE in UpdateMaterialOffset
5 Months Ago
DockManager only looks for types with DockAttribute. Fixes "Inspector" dock not being created if you had another class named "Inspector", ect.
5 Months Ago
Prevents errors when loading a project that either doesn't have a startup scene set or has their startup scene deleted
5 Months Ago
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
5 Months Ago
TextureAtlas.FromSprites orders list by name so order doesnt matter TextureAtlas.FromSpritesheet re-orders list so order doesn't matter
5 Months Ago
Change asset.party org Merge branch 'main' into spritesheet-importer
5 Months Ago
Change asset.party org
5 Months Ago
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
5 Months Ago
Update README.md
5 Months Ago
Console no longer errors when clicking on objects that can't be serialized. Resolves Facepunch/sbox-issues#5737
5 Months Ago
Playtesting tweaks
5 Months Ago
Disable the game_environment camera
5 Months Ago
Started HintPanel and added it to game Scene
5 Months Ago
Lower board pieces a little bit Cells are created with random rotation
5 Months Ago
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
5 Months Ago
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
5 Months Ago
Fix MainHudPanel BuildHash Healthbar colour changes based on amount Removing a bug after readying will unready Cells mark as orange when hit and occupied. Green once empty. Fling rock SFX Clear all bugs SFX Only clear cells in Playing State Outdoor ambience Player join SFX Rock break SFX Reticle Click/Cancel SFX
5 Months Ago
Reticle Aiming SFX Add bug splat particle on death Set some prefabs to Never Network in snapshot Damage Number Prefab + Component
5 Months Ago
SelectedWeapon, defaults to weapon with unlimited shots Started Pebble Splash weapon. Can change selected weapon from hud now. Deplete from weapon inventory on use. Can't select weapon with 0 left Finished PebbleSplash Weapon. Each weapon has its own thrown prefab. Remove a bunch of debug logs Update some timings. Segments also linger for a sec before dying if they die in 1 hit Pebbles no longer destroy each other on collision
5 Months Ago
Can't ready up until you've placed all bugs Added StartingHealth to Bug Resource Segment Healthbars. Fades in after taking damage Added WeaponHud, only displays when your turn in Playing State Created Weapon GameResource and starting Rock weapon Added Icon to Weapon resource Player WeaponInventory, WeaponHud now has WeaponButtons for each weapon in inv
5 Months Ago
Segments share a unique ID when from the same bug. Highlighting occupied cell highlights all of the bug's segments Right Click to pick up bug in placing phase Removing bug marks cell(s) as unoccupied More networking fixes
5 Months Ago
Create boards in dev_scene
5 Months Ago
PlacingHud more visually readable and makes more sense Custom Voice Component that ignores spectators
5 Months Ago
Bugs become semi-transparent on game start Added colliders to bug segments Added Bug Health and Pebble Damage. Segments reveal when damaged GameHud pulls players from active Boards so we can support spectators Basic Spectator Support with no UI Don't allow spectators to select cells Hit cells highlight red Cell States are networked properly. Fixed some underlying issues
5 Months Ago
Show GameHub in Placing *and* Playing states. Reposition PlacingHud since GameHud draws at the same time now Added ControlsPanel w InputGlyphs that contextually shows controls Update GameHud BuildHash Reset AttackingInput state when disabled Thrown Pebbles networked properly Fix camera weirdly looking at last shot position Fixed ControlsPanel BuildHash
5 Months Ago
Added Pebble Prefab. Pebble is thrown w/ physics on Fire. Fix pebble collisions Camera Follows pebble after thrown Pebbles destroy on hit or after timer. Break particle on destroy. Swap to the other players turn after tossing pebble
5 Months Ago
Added AttackingInput. Enables when your turn in Playing state. Creates reticle at mouse position Began ReticleState. Can no longer target your own board when attacking. Added Reticle Aiming with timed X/Y sin movement BroadcastFire Authority call for finalizing attack
5 Months Ago
Fix checkerboard pattern since I changed some other stuff 😅 Focus camera on the opponents board when your turn GameHud Header changes text based on state 2nd player banner now properly shows opponent info Rename GameInput -> PlacementInput. Disable the Component when not needed.
5 Months Ago
Networked BugSegments now position themselves properly Don't create more boards if more than 1 player joins the lobby. Opponents bugs are hidden when created Added Local Player to Player Hud Finished basic header UI for GameHud Remove plane from Board Prefab Include UI assets in resource files
5 Months Ago
Fix checkerboard pattern for networked opponents. Created a few UI sounds Implement sounds for selecting, deselecting and placing Resetting Bugs resets the state of Board Cells
5 Months Ago
Added Reset Bugs and Ready/Un-Ready Buttons to PlacingHud Game starts when both players are Ready Pick starting player on game start. Focus camera on the active player
5 Months Ago
GameInput ignores Cells that aren't owned locally Added GameHud panel for Playing State Move starting amount to Bug Resource. BugInventory is now a Dictionary
5 Months Ago
Allow selection in Placing State Created Bugs are now Networked. Don't allow player to start a selection on an existing segment Adjust bug colours to not be confused with selection/occupied colours.
5 Months Ago
Dev Scene + Gizmo Fixes
5 Months Ago
Added ResultsHud. GameHud -> MainHudPanel. Added Drawn debug to board gizmo
5 Months Ago
Created PlacingHud and WaitingHud. Created Waiting for Opponent State. Default CanSelect to false in GameInput Update org Wait for a second player before entering Placing State. End the game if player leaves for whatever reason.