branchsbox-bombroyale/maincancel
61 Commits over 578 Days - 0.00cph!
Add notifications to all players for pickups
Implement blocks_exploded stat
Fix spread disease - disable spreader during teleportation disease
Implement disease achievement - can pass disease onto other players by touching them
Implement Pooper achievement / stat
Implement Go Faster Stripes achievement
Implement consecutive win / Winning Streak achievement
Implement Ace! achievement
Revert - i think this was related to callback batch changes
Potentially fix collision iussue
Fixed pickup display stylesheet
Bandaid for ragdoll controller exception (but why is Physics null here)
Add Spawn Pickup Chance variable to Breakable prefab (awesome)
Fixed other players not receiving chat
Use capsule + FindMode.EverythingInSelfAndAncestors when finding comps from bomb explosion
Enable fix unstuck again on move controller for bomb royale player
Make Bomb Royale "Quick Play"
Current state object becomes owned by new host when current host disconnects
Update bomb trace range. Player use capsule collider
Respawn players in lobby state too
Use display name from connection
Player dont collide with player (move helper will still collide)
Add time since last connect to prevent join spam for lobby
Set launch mode to normal
Remove this log, add resources
Add post processing effects
Better ragdoll + remove disease when time is up
Implement Drop Random Bomb and Teleport disease effects
Add break method but I think model needs updating break pieces
Fixed a bunch of collision issues - pickups destroy when exploded
Winner display fixes. Lobby state = paused
Add custom Move Controller as need to override some Character Controller behavior
Add references in prefab instead of finding them in OnAwake. Add passable ignore layer tag for Move Controller
Re-implement pause system for states
Added initial Disease support with sprite. Added initial Pickup system with sprites. Better bomb collision logic(?)
Use ITriggerListener (duh) can now pickup pickups
Fix lives showing for empty player slots
Need to make all Bombable objects Networked Objects
New project structure
Move most synchronized variables to HostSync - add wrapper for HoldingBomb
Only the host can call Respawn
Show respawn effect at the correct position when respawning
Start adding Bomb placement logic with networking
Update some obsoletes
Better collision logic for Player vs Bomb (I think )
Add SolidBlock component. Update all border blocks to have solid tag. Add ParticleSimulator
Make sure player stays on ground (until find a better way to do conditional collision with bomb per player)
IResettable -> IRestartable. Implement OnRestart for Bombs. Bombs can hit players
Add player death logic. Start trying to implement death ragdolls
Add GetPlayer (by slot) and separate internal player list and players enumerable
Change lobby time temp. Comment out respawn effect for now
Use BombRoyale.Players where possible. Fix IResettable.
Make AddPlayer method instead
Player movespeed based on disease. Initial bomb vars
Keep list of players by slot to avoid using Scene.GetAllComponents all the time. Fully update PlayerCard
Initial health system, respawn logic
Update active state on OnAwake instead so can set initial vars immediately
Fix timeleft
Set initial lobby time to 30s
Hide pickups if player is isvalid
Add better state system
Add Round
Add base round states / winner props
Add round display hud integration
Add @attribute StyleSheet for all panels
Update round display when time or round name changes
Change hud screen scale. Port over old chatbox
Clamp time left
Fixed fonts (use proper name not file name)
Player spawns
Camera, Movement, Spawning, ScreenShake Port
Bomb prefab, game manager component
Player prefab
Make breakable, block into prefabs. update scene to link all the objects to prefab
Bombable
Add bombable comp
Update shader to what I think is right now
Make Hud PanelComponent - fix Lobby UI
Initial work to convert vmap to scene
Convert UI first, comment out loads of stuff that doesn't exist yet
Updated for input actions