branchsbox-dungeons/maincancel

48 Commits over 212 Days - 0.01cph!

1 Hour Ago
Add leather belt Skip input until player releases mouse after clicking an item
1 Hour Ago
Item game resource Align equipment slots, add main hand and off hand slots Show items icon and name in ground labels and inventory
4 Hours Ago
Place item in first available slot
Today
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
Today
Items can be dropped to world Show labels for items on floor Click item's label to pick it up
Today
Equipment inventory slots
Yesterday
cellcount -> cells
Yesterday
Add second stash to player's inventory, make it all work
Yesterday
Remove unused stuff StashManager to handle moving items to different cells or inventories
Yesterday
Insert and remove items into inventory grid, automatically maintains their position Tippy style adjustment Remove old bs inventory grid
Yesterday
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
3 Days Ago
Fix error on start
4 Days Ago
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
9 Days Ago
Pass cell spacing as a parameter Give the player an item on spawn Fix up tooltip Enable pointer events on stash panel
10 Days Ago
Inventory ui refactor Simple ui management Don't run player input when ui is hovered
11 Days Ago
Player's inventory ui
11 Days Ago
Update .addon Simple stash data & logic UI grid layout helper Stash & tooltip ui
36 Days Ago
Frequently update player's path in case grid occupancy changes
36 Days Ago
Just remove agent from grid before calculating its path Reduce leniency of line of sight for more accurate local avoidance
36 Days Ago
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
37 Days Ago
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
37 Days Ago
Skip pathing calculation if we have line of sight to destination Draw agent path in navigation overlay Fine tuning
37 Days Ago
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
38 Days Ago
Allocation free pathing
38 Days Ago
Bit of cleanup
38 Days Ago
Basic A* pathing for generated dungeons Include diagonals in search Reduce allocations and cpu time
38 Days Ago
Remove some debug stuff Draw world debug stuff in overlay Navigation grid generation Debug overlay for nav grid
43 Days Ago
Adjust monster appearance a bit
43 Days Ago
Basic state handling for chasing and attacking a player Basic monster animations Player looks ready to fight monsters
45 Days Ago
Dungeon debug overlay
45 Days Ago
Light and camera adjustments Pointer events visible Simple entity state machine Basic monster Add glow to hovered/targetted monsters
46 Days Ago
Adjust materials
46 Days Ago
Darken environment, spawn a light in the center of each room Remove unused
46 Days Ago
Increase wall thicness
46 Days Ago
Rebuild mesh once at end Server generates wall/floor mesh as well Player collides with dungeon walls
46 Days Ago
Update architect
49 Days Ago
Add basic hud Basic wasd controller Player animator component
51 Days Ago
Cleanup, hide debug draw behind cvar Fix a simple dungeon with start/end/loot/boss rooms Spawn player in start room
51 Days Ago
Cut out simple doorways between rooms Manually RebuildMesh after adding edges
52 Days Ago
Fix scaling on hem Tune parameters for more squareness
52 Days Ago
Add layla's halfedgemesh Generate dungeon geometry with halfedgemesh https://files.facepunch.com/crayz/1b2111b1/sbox-dev_ODIJT09vhH.mp4
53 Days Ago
Djikstra searches only orthogonal neighbors Move dungeon routes to their own class Dungeon room doorways
57 Days Ago
Update note
57 Days Ago
Dungeon can be rectangular in shape Basic dungeon nodes Pathfind between nodes to frame out the basic dungeon
58 Days Ago
Added option to merge hugging cells
58 Days Ago
Cleanup
58 Days Ago
Add empty addon & gitignore SImply move around Scene clear color Start of dungeon generator
7 Months Ago
Initial commit