524 Commits over 0 Days - ∞cph!
Add methods for setting the player's main hand / off hand weapon, can do it from a GameObject, or a Prefab
Refactor AirMover / GroundMover to inherit BaseMover
GroundMover: implement MaxTurnSpeed
Don't try to load save data that we know is empty
Make the main menu easier to see
Created CharacterSave class with basic Character Select screen on Main Menu.
Create Character button no longer instantly creates and instead has it's own menu. Can no longer edit properties after creation
Save Player to Character file (OnDestroy)
If you join a server and don't have a character selected, boot to character select, rejoining the server on select. If you're in the editor it will just select first character or create one for you.
Characters Save and Load properly.
Make voxel test scene a bit nicer to look at
Allow voxel model to be transformed
Can change voxel size through Constants.VoxelSize
Fix nullable warnings
Created StatusEffect GameResource and StatModifier components. Incoming/Outcoming damage affected by respective variables
Implemented 4 different base stats that you can upgrade upon leveling up. Only Base Damage and Damage Reduction take affect at the moment.
Added max upgrade amount for stats
The mesher is Y up, just swizzle the verts
Create tree_test.vox
test tree
Replace voxel mesher with a faster one
Very simple menu boilerplate
Added Level Up toast
Stats Menu opens on TAB
Separate the Stat Upgrades panel into it's own razor file
Chat in top right, style tweaks
Kenney UI textures
UI toast test
Toast lasts 3 seconds
Hide toast for now
dmg particle text outline
Flesh out PlayerExperience Component
Killing enemies grants nearby players XP
XP History List under XP Bar
Created ISaveData. We can add this to any Component that we'll want to serialize to/from save files.
Added static variable Player.Local
Created PlayerExperience Component and added to Player.
tweaked dmg number particle
Placeholder ruby animgraph, material tweak
Move test hotbar to the bottom of the screen
Add empty ExperienceBar panel to HUD prefab
Add placeholder ruby model
The ability to aim is defined by weapon, FOV offset also defined by weapon, use FOV preference instead of hard value, current weapon as a property on the player
Added Lifetime to Projectiles so they'll die eventually if shot into the air
Put playerfootsteps component in player prefab
Player can run
Scale FOV on movement
Put these behind a IsHost - we should be able to let anyone "own" an Inventory, but only the host can modify it
Name inventory let channel own it
Include resources
Mob damage scale for vulnerable / defensive states
DamageKnockback component for mobs, tweak roller
NetworkSpawn in MobSpawner
My item def became corrupted
Try our luck updating Hud prefab
Forgot player.cs test code
Some kind of networked inventory v0.1 - turns out it's a PITA (let's resolve that another time). Item definitions can define prefabs for when an item is consumed/equipped (not impl yet), can also define a custom Item prefab for even more extensibility., world model etc for future. Basic API for giving an item (host), moving an item from one Inventory to another based on slot id. Mostly everything is component/game object based but Inventories must be Host controlled.
Show damage number when attacking roller