828 Commits over 153 Days - 0.23cph!
Added Custom Pixel Cursors
Updated various UI elements to have cursor reactivity
Fix CraftingStation NRE if player dies when in menu. Force close any open Modals on death
Fishing Minigame has a chance for Treasure to appear. Can optionally go for the Treasure or the Fish
Fix Cooking Skill, and Cooking Pot Tile issues
Cooking Pot has a custom UI which only takes single items instead of item stacks
Fix CraftingStationPanel NREs
Cooking Pot no longer duplicates items when adding to Pot
Replaced individual food prefabs with a single food prefab that pulls healing information from ItemResource
Added Cooking Recipes and "Unknown Mess" food item which is crafted when using an invalid recipe
Cooking Pot now has progress bar
Moved all Tile-related WorldPanels into the WorldPanels folder
Added CookingStationPanel for overworld progress view
Merged menu character animgraph into normal character animgraph. Character now looks at cursor on main menu
Added Head and Body LookAts to character animgraph
Merge branch 'main' of sbox-piecrumb
Catching garbage whilefishing now shows the garbage you caught in the Modal popup
Pressing ENTER when typing a Character Name will submit properly
Fix default fish item being fishable
Added Cooking Pot Item and Tile
Added Cooking Skill
Can no longer go into a negative coin count when dying
Fix InventoryPanel child panel not sizing properly
Chests now drop their contents when destroyed
Updated SpriteTools
Reset CurrentAnimation when changing the Sprite of a SpriteComponent
Increased difficulty range of fishing minigame
Updated Ice Berry Bush to use the correct prefab
Re-save menu.scene without IsValid
Added Glass Bottle item, craftable at Brewing Station
Added Bucket
Can now catch a garbage item when missing a fish
Added Weights to Fishing Garbage so different garbage items have different rarities
Fixed NRE when loading world without KeepOwnership
Added Wrench and Repairing Skill. Wrench repairs stations that have taken damage.
Auto-Miners and Auto-Collectors slowly deplete their health, and need to be repaired.
Added KeepOwnership Component which retains the owner of a placed Tile using ISaveData
Updated fishing chances
Increase Wrench Cooldown
Added Auto-Collector
Adjusted default audio ranges
Added BurnEffect. Some enemies can burn in daylight. Don't get XP for enemies that don't die to your hands.
ItemDrop Collector fix
Fix Fire Particles not shrinking/despawning
Added Autonomy Skill
Added Generic Fish item + Cooked Fish.
Fix Craftable check to check up the UpgradesFrom chain
Added Brewing Stand and Brewing Skill
CoinUI now animates up/down when pickup up/taking more than 1 coin at once
Added "NPC" Mixer
Added `give_coins` and `give_item` commands
Added ItemPickup.SpawnPickup and Dialogue.OnDialogueComplete. Made Ginnie spawn item after dialogue
Added Level Panel that displays Level information
Fix RangeSprite position on MinigameFish
Added Medium & Large Backpacks
Updated PlayerInventoryPanel
Added Auto-Miner, mines nearby Tiles slowly
https://files.facepunch.com/CarsonKompon/2024/October/09_09-23-BluePossum.mp4
Added Fishing SFX
First Pass on Fishing Minigame
Updated SpriteTools
Updated Fishing Minigame, now has results state. Difficulty varies a bit more.
https://files.facepunch.com/CarsonKompon/2024/October/08_22-32-MatureAmericancrow.mp4
Added a ton of different fish with different rarities
Fixed Item imgs not being contained properly, ParsedLabel has default formatting
NRE fix in SpriteEditor Preview when no icon exists
Added CanFish to ItemResource. Items can be found randomly from fishing.
Bobber now has a quick animation when there's a bite. Clicking during the timer will initiate catching state.
https://files.facepunch.com/CarsonKompon/2024/October/08_18-19-WarmSalamander.mp4
Updated Fishing Rod sprite to include the bobber, updated LineRenderer to match line colour in sprite/palette
Create Sprites for a bunch of fish/fishing loot
Created SpriteResources for all the fish
Added ItemResource.IsSubstituteFor. Allows all grass types to be used for the same recipe
Relic now adds itself to your Journal upon the first use
Improved Fishing Rod visuals and made it more cohesive to the artstyle
Fix Tile NREs in Dev scene
Adjust island layout, add more Relics
Adjust player layer distances/visuals
Added Fishing Rod & Fishing Skill. Fishing rod will place bobber at fishing spot and draw line to it. Animations for casting/reeling.
Updated Menu Avatar Scene so it doesn't use missing materials
Relic always shows cost, regardless of whether or not you can afford
Updated relic visuals, item now floats on pedestal. Item sprite now updates when item on pedestal changes. Plays an animation upon purchase
Added Relic, RelicPurchase
Added RelicPanel and Relic Interactable. TileDrawing can now save prefabs to islands.json with their Prefab Variables intact
WorldUnlocker will instanitate any prefabs with their correct Prefab Variables from islands.json
Fixed Tile Registry
Fixed RelicPanel
Fixed Prefab Serialization issues with WorldSave and WorldUnlocker. Should work when networked as well.
Removed unneeded variables
Check existing Tiles using new Tile registry
Register all spawned Tiles to the GameManager. Added GameManager.GetTilesInChunk()
Added Tile.MaxPerChunk. Fixed Tiles sometimes spawning on top of other tiles.
Land now costs differing values, pulls from ChunkData
Show up to 5 pinned recipes in the top-right instead of just one
ChunkBiomes -> ChunkData. Chunks store cost alongside biome
Updated everything else to use ChunkData properly, assigned unique costs to each chunk
Prefabs can now be saved to ChunkData in dev tools
Better handling for this edge case, also handles empty strings and when the editor itself is mid-shutdown
Grab a few edge cases preventing all scenes from loading from the last session
Editor will restore all opened scenes/prefabs from previous session, not just the last one.
Added Player Light
InputSettings -> Input.config
Missed Sound Point description
Added descriptions to Components that didn't have them. Most are self-explanatory, but should help reduce some confusion. Resolves Facepunch/sbox-issues#6560
Fixed string comparisons in SpriteComponent. Resolves Facepunch/sbox-spritetools#25
Added more forest foliage types
Updated SpriteTools
Transform.Position/Rotation/Scale -> WorldPosition/WorldRotation/WorldScale
Fix Progress error in CraftingStationPanel
Added SpriteResource.GetAnimation
Fix TilesetTool NRE when there are no layers
Fix AnimationList NRE on Hotload
Transform.Postition/Rotation/Scale -> WorldPosition/WorldRotation/WorldScale
Modifying a Tileset source image will instantly hotload the changes. Resolves Facepunch/sbox-spritetools#21
Added TileAtlas.ClearCache to the Clear Cache menu option
Added SpriteResource.CopyFrom
Saving sprites created from an empty editor no longer cause an error. Resolves Facepunch/sbox-spritetools#24
Added GameObject/Component EyeDropper. Can select by clicking on an object directly or through the hierarchy. Resolves Facepunch/sbox-issues#6547
https://files.facepunch.com/CarsonKompon/2024/October/04_11-04-ChocolateXiphias.mp4
Dragging a prefab into a scene view uses the scale of the prefab. Resolves Facepunch/sbox-issues#6548
Fixed Interactable Prompts overlapping if you edged the interact radius
Created ItemResource and ItemPickup
Created first item with temp art/model.
Added Pickup Sounds
Added Item Storage to Inventory Component, with InventoryUI
Implemented NextDialogueCondition proper, setup basic rubert condition
Can now in-line items in dialogue with <item:id[:name]> tags
Set up Ginnie dialogue condition
Ensure that selected Media is 16/9 in PackageModals
Re-balanced coverage and tile spawning
Death FX now affected by lighting
Adjust more tile spawns
Fix tooltips sometimes lingering
Add DamageOverlay, Invulnerability Time, and fine-tune Enemy Attacking
Added Easy Access Skill, more Vitals tweaks and Zombie fixes
Added Ice Bushes
ChestTilePanel shows contents of chest if you have permission
Added permissions to Weapons, crosshair prompt will override visibility when hovering an interactable
Clean up ChestTilePanel
Added Bow item with basic functionality and Projectile class
Added Arrows, consumed by the Bow as ammo. Hotbar shows ammo count on bow.
Added PreviewSkill
Added Storage Skill
Added Max Drops At Once to ItemSpawner
Fix pickaxe upgrade line
Added MeleeTrigger and Sword Slash
Created Weapon class, Aim Arrow, and Holdable.HasCrosshair. Fixed colliders on mobs
Added each tier of sword, updated a few crafting recipes
Drop coins on death
Added Keep Riches Skill
Settings UpgradesFrom to self means item can only be crafted once
Added other Shovel types
Added stone sword item and other sword sprites
Implemented a proper death state
Added Ruby Chunks
Moved death state from Player class to Entity, added Death FX
Added Burnt Trees
Enemies now deal contact damage, swinging their held weapon if they have one
Added Sandstone and Sandstone Ores
Added Ice and Ice Rocks
Updated Rock Item Drop to differentiate it from the Tile
Fixed Tree Spawns
Fix Grass Spawns
Don't look towards forward when standing still. Set ViewAngles to forward angles while moving so you don't look elsewhere when you stop
Added Reset Camera button to make the camera face the forward direction of the player instantly