branchsbox-foundry/mastercancel
27 Commits over 92 Days - 0.01cph!
Fix NRE inside inventory
Rebuild node.vmat (didn't have texture??)
ResourceNode grants 1 iron ingot per hit for now
Cleanup
Use iconify for icons, inventoryitem displays item count instead of name
Smooth camera Z axis for small changes (better crouching, stairs, etc)
Fix nullref inside RecipeLibrary if no recipes exist on an item
Interaction refactor
"Foundry simple" shader w/ point filtering
Placeholder resource node model
Basic resource node ent
Use separate map for menu scene, designed for that specific purpose
Triangulate quads inside obj loader
Conveyor is ModelEntity, uses model exported from Hammer w/ hotspot textures
Fix chat
Set tickrate in project settings
Dev map update + full compile
Use vmap inside menu scene
Tweak menu card styling, don't filter
Squash merge of mainmenu branch
Squashed commit for all the conveyor stuff
tiny inventory style adjustments / fixes
Use material icons
Make citizen look much less intimidating in inventory menu
Inventory UI rework
https://files.facepunch.com/alexguthrie/1b3111b1/sbox-dev_ySaBroedEg.png
Basic cubic bezier implementation
Remove crafting bench from dev map
Iron plate prefab, update miner & smelter recipes
Inventory bugfixes
Crafter prefab
Miner / smelter prefabs
Fix crafting recipes not taking more than 1 of each input from inventory
Tidy up building ghosts
Hide crafting menu after crafting something
Simplify Inventory giving code
PlayerControllerMechanic filename reflects class anme
Add built-in building placement tool
Remove build hammer
Fetch inventory items by slot in UI
Crafting successful event
UI notification system, OnEvent attributes
Add prefab reference to crafting recipe
Sync BuildToolComponent target, use for building placement
Miner prefab tweaks
Use warning instead of error for prefabs without tags
Hide placement debug stuff behind debug_buildsystem convar
Cleanup
MenuPanel - set visible class inside OnVisibilityChanged, check for E key as well to close
Abstract show/hide into MenuPanel for Inventory/Crafting, add escape to hide
Move components into sub-folders, move enums out into their own files
Helper method for prefab enumeration
Cleanup
Auto propagate RunGameEvents
Use events to show crafting bench UI
Fix NRE when trying to drop blank inventory slot
Split dropping and removing logic
Basic crafting logic, rename Items to Storage
Just use a transform silly!!
add Item.IsActive prop
Trim unused inputs
Interacting uses RMB, ignores buildzone tag
Crafting Recipe Library
UI cleanup
Building placement bounds check
Separate build component out logically into multiple files
Organise prefabs into folders
Fix oversight where entire inv would become highlighted when dropping active item
Basic building logic
Show character in inventory
Inventory debug UI
Delete unused pistol/smg prefabs
Build hammer prefab 🔨
Highlight active item in hotbar
Set max stack size to 100 instead of 64
Half-decent inventory styling
Add Item.OnDrop
Inventory bugfixes
Inventory - trim the fat, move back to prefabs for consistency between all items
Split Item into Material and Tool, should help keep things a lot more
organised since we can separate their behaviours
dev_islands map w/ build
dev_islands map as default
Build zones
Inventory refactor, supports slots, backed by GameResources
Initial commit
Update .addon, basic inventory
Hook inventory UI up
Placeholder iron ingot model
Iron ingot prefab
Debug - give players all item prefabs on spawn
Show item names in inventory UI
E to open inventory
Hotbar UI & inventory logic
Shite item dropping