reposbox-forsakencancel

364 Commits over 304 Days - 0.05cph!

2 Years Ago
Add some placeholder resource icons Remove unused baseball cap icon Increase draggable icon size Fix radial menu and custom tooltip to use new FinalLayoutChildren overload Add some fundamental material item types Add methods for getting total item count in inventory (sum of stack sizes) and HasItems and TakeItems these will be used for crafting
2 Years Ago
Added guard for ResourceLibrary being null (seems to happen sometimes in menu, even with a Host.IsMenu check?) Added StackSize and some documentation to RecipeResource
2 Years Ago
Immediately set the viewer's container when Storage.Open is called server-side
2 Years Ago
Added InventoryViewer component. Add this component to Client when they join. Add InventoryContainer.GetRecipients to concatenate the connections list with any explicit viewers. Update viewer based on currently open storage input from client.
2 Years Ago
Don't do anything in ItemResource.PostLoad or PostReload if we're in the menu Added Equipment to the Storage UI so players can drag items in and out of their equipment from/to the storage container
2 Years Ago
Fixed usage of TypeLibrary.Create being wrong
2 Years Ago
Removed ResourceItem.FromResource because now it can just be done by unique id with item definitions
2 Years Ago
Crate ->StorageCrate Remove redundant BaseballCapItem definition Added InventorySystem.ReloadDefinitions, Initialize, AddDefinition and GetDefinition Remove ClassName in favor of UniqueId Move resource items to inventory folder and add ItemClassAttribute. Have ResourceItem implement IResourceItem Initialize InventorySystem in game class Send unique id instead of class name Added RecipeResource (game resource) Set ItemClass attributes on each of the current 3 item game resources (ammo, armor, weapon) Properly load game resources when creating items from a unique id. Whether item is a game resource or a class Update all existing items and add first recipe: bolt
2 Years Ago
Added InventoryItem.IsCraftable / RequiredItems Added support to ItemResource for a dictionary of required items (id=> quantity) Have the bolt require 10 wood and 5 stone to craft this will be the first craftable item to test
2 Years Ago
Added icons for open + pickup and show a plus icon when there are available secondary actions
2 Years Ago
Added InventoryContainer.IsEmpty and only allowing pickup on storage crates if they're empty
2 Years Ago
StructureSelector -> ToolboxMenu Grey out any unavailable context actions from the menu
2 Years Ago
Order structures in radial menu by title Some refactoring to have GetSecondaryActions return IEnumerable<ContextAction>
2 Years Ago
Add Dialog separate to IDialog Update to use Dialog + add Storage.Network for simple opening API Some tidy up and add client input for currently open storage. Use this add/remove connections during simulate
2 Years Ago
Some cleanup. Implement test pickup/open actions. For now check if dialog is open before simulating context actions.
2 Years Ago
Added support for secondary actions (hold down to open)
2 Years Ago
Moved title to Cursor instead of action panel
2 Years Ago
Reorganize
2 Years Ago
If no world model specified for an item, default to a burger box
2 Years Ago
Only display context action UI when in range and increase range for Storage Crate and Item Entity
2 Years Ago
Remove SelectContextActionsCmd and add ContextActionId client input. Set it when selecting a context action in build input Add IContextActionProvider.MaxInteractRange and GetAllActions Properly set selected context action in cursor
2 Years Ago
Add SelectContextActionCmd Abstract ContextAction and add OpenAction and PickupAction Update to use new actions Add context name to CursorPrimaryAction
2 Years Ago
Added CursorPrimaryAction and update it accordingly as player hovers over entity wity context actions. Add styling
2 Years Ago
Started working on IContextActionProvider and setting up UI for it
2 Years Ago
Removed RenderHud style in-game cursor and fixed controller not being reset when a player dies Move in-game cursor to panels so can make use of SCSS properly
2 Years Ago
Have IDialog and RadialMenu prevent input where appropriate Only move the in-game cursor if the native mouse cursor is not visible Start fleshing out contextual actions
2 Years Ago
Completely stripped out CursorController. Don't use native mouse for aiming etc but add an in-game cursor
2 Years Ago
Refactored a bunch
2 Years Ago
Added recoil curves to weapons for controllable recoil
2 Years Ago
Move sound -> sounds and added other weapon sounds Added MP5, M1911 and R870 models from Hidden for testing Added WeaponResource and updated WeaponItem to use it Fixed typo AmmoResouce -> AmmoResource Strip WeaponConfig in favor of using WeaponResource and add MP5A4 and Crossbow support Add MP5A4 and Crossbow game resources Give crossbow + MP5A4 using new method Test controllable recoil
2 Years Ago
Various inventory UI fixes (some still remain around pointer events oddities)
2 Years Ago
Simulate construction in FrameSimulate too so the ghost structures are positioned smoothly. Don't constantly re-create the ghost structure unless the type has changed (was broken)
2 Years Ago
Added ArmorResource, ItemResource and ResourceItem for implementing item types as game resources (optionally) Have ArmorItem extend ResourceItem<ArmorResource, ArmorItem> Add baseball_cap.armor game resource and give it to players on joining for testing Add checks to ensure Resource is not null, throw an exception if unable to find a game resource with an id when deserializing items Added AmmoResource and updated AmmoItem to use it, clean up ItemResource Give ammo by finding an appropriate AmmoResource Add 5.56 Ammo, 9mm Ammo and Bolt game resources
2 Years Ago
Added name to the Storage Crate item
2 Years Ago
Added IContextActions interface. Added entity hovering for players. An entity that is hovered that implements IContextActions can glow. Add actual contextual actions later.
2 Years Ago
Add "world" tag to the world entity in PostLevelLoaded. Add DeployableItem.ValidTags.
2 Years Ago
Added Deployable system. Added Toolbox and Crate items. Added StorageCrate entity. Refactored Structure system to require a held Toolbox. Change open structure wheel to Secondary Attack.
2 Years Ago
Make TimeSystem an Entity and have stuff be networked properly. Avoid using constructor for Forsaken class.
2 Years Ago
Added sensible default values for the TimeController entity
2 Years Ago
Rename Tooltip to CustomTooltip (for now, look into using new tooltip stuff later) Remove old Tooltip class Add TimeController, TimeSection and TimeSystem Add Time Controller editor icon + added fsk_time_test map for testing
2 Years Ago
Fix invalid SCSS property
2 Years Ago
Remove auto reload / auto reload delay and give a test armor item to players on spawn
2 Years Ago
Some temporary styling and override GetHashCode on InventoryContainer to hash its items
2 Years Ago
Update all inventory related stuff to Razor
2 Years Ago
Fix crossbow muzzle position
2 Years Ago
Added base weapon system, base inventory + item system, basic hotbar + storage + backpack, test items and 1 weapon
2 Years Ago
Move the doorway model import translation right by an inch
2 Years Ago
Move structure related stuff to entities/structures and add normal parameter to IsValidPlacement
2 Years Ago
Refactor structure ghost stuff (Structure.GetOrCreateGhost) and add material override for ghosts
2 Years Ago
Added Structure.OnConnected and prevent placement of Foundations outside of socket connections within 512 units