branchsbox-dungeons/maincancel
48 Commits over 212 Days - 0.01cph!
Add leather belt
Skip input until player releases mouse after clicking an item
Item game resource
Align equipment slots, add main hand and off hand slots
Show items icon and name in ground labels and inventory
Place item in first available slot
Clean up player input, hovering item labels lets simulation know you're hovering that label's entity
Make player walk to item before picking it up
Items can be dropped to world
Show labels for items on floor
Click item's label to pick it up
Equipment inventory slots
Add second stash to player's inventory, make it all work
Remove unused stuff
StashManager to handle moving items to different cells or inventories
Insert and remove items into inventory grid, automatically maintains their position
Tippy style adjustment
Remove old bs inventory grid
Inventory style adjustments
No hover effect on occupied slots
Much simpler grid inventory panel
Layout if rect has changed
Set cell count, columns, margin via html attributes
Fix pointer events sometimes preventing game input
Complain when agents occupy the same space
Fix up visual issues when rebuilding and laying out inventory/grid cells
Fix drag canvas z'ing over items
Repivot tooltip if its off screen
Pass cell spacing as a parameter
Give the player an item on spawn
Fix up tooltip
Enable pointer events on stash panel
Inventory ui refactor
Simple ui management
Don't run player input when ui is hovered
Update .addon
Simple stash data & logic
UI grid layout helper
Stash & tooltip ui
Frequently update player's path in case grid occupancy changes
Just remove agent from grid before calculating its path
Reduce leniency of line of sight for more accurate local avoidance
Disable diagonals in search, not really needed with path simplification
Pass agent id of agent requesting path so it doesn't try to navigate around itself
Navigation agent can be stopped, stop monster when its close enough to attack
Agent occupy space on the grid, that space becomes unwalkable
Spawn a monster in every room
Move monsters with nav agent
Find nearest walkable if destination isn't
Skip pathing calculation if we have line of sight to destination
Draw agent path in navigation overlay
Fine tuning
Line of sight path simplification
NavigationAgent component - calculate path and move along
Forgive starting point being in unwalkable node
Swap previous player controller for nav agent
Basic A* pathing for generated dungeons
Include diagonals in search
Reduce allocations and cpu time
Remove some debug stuff
Draw world debug stuff in overlay
Navigation grid generation
Debug overlay for nav grid
Adjust monster appearance a bit
Basic state handling for chasing and attacking a player
Basic monster animations
Player looks ready to fight monsters
Light and camera adjustments
Pointer events visible
Simple entity state machine
Basic monster
Add glow to hovered/targetted monsters
Darken environment, spawn a light in the center of each room
Remove unused
Rebuild mesh once at end
Server generates wall/floor mesh as well
Player collides with dungeon walls
Add basic hud
Basic wasd controller
Player animator component
Cleanup, hide debug draw behind cvar
Fix a simple dungeon with start/end/loot/boss rooms
Spawn player in start room
Cut out simple doorways between rooms
Manually RebuildMesh after adding edges
Fix scaling on hem
Tune parameters for more squareness
Add layla's halfedgemesh
Generate dungeon geometry with halfedgemesh https://files.facepunch.com/crayz/1b2111b1/sbox-dev_ODIJT09vhH.mp4
Djikstra searches only orthogonal neighbors
Move dungeon routes to their own class
Dungeon room doorways
Dungeon can be rectangular in shape
Basic dungeon nodes
Pathfind between nodes to frame out the basic dungeon
Added option to merge hugging cells
Add empty addon & gitignore
SImply move around
Scene clear color
Start of dungeon generator