524 Commits over 0 Days - ∞cph!
Simple palette game resource for voxels
Update procgen.scene skybox, fog (from jase)
Added Voice Component to Player Prefab (No UI, I'll leave it up to Alex)
Mobs play sound on being hit
Make world gen a bit flatter for now
Fix destroying voxels on non-host
Darker test colors until we have a proper palette
Don't serialize MaxStack with Item (since it references ItemAsset)
Change smg recipe for now so we can actually make it
Added CanCraftItem
Add CombinedItems to Inventory and use that for checking CanCraftItem. (Since your combined total could be across both hotbar and inventory)
Implemented Crafting
Bump up world height to 128
Hacky voxel modification networking
Nametag same as vitals
Compass uses transparent center texture
Vitals uses character name
VoxelWorldGen component, use seed
Use new modification stuff for voxel damage
Can only MoveOne or Split to slots when the target slot is the same item type
Add Category to ItemAsset
Fix NRE on Vitals when no character is selected
Don't NRE when an icon has yet to load
Very Basic Crafting Menu
Only drop to world item when dragging if we're over the back panel
Make compass smaller
StatUpgradesPanel as part of HUD
Tweak stat upgrades / inventory styling (we should probably do a full screen for this)
Fix dropping item by dropping out of slot
Don't create whole new item when moving one if there's only one to move
Item now implements IValid
Forgot to rename inventory UI stylesheet
Add ItemDragType. Implement moving one item from stack, or splitting stack in half and moving. Drag outside of any slot to drop the item in the world (untested.)
Hotbar styling test
Vitals UI, shows XP/level (as donut) and health (as progress bar)
Compass style tweaks
Remove big XP bar
Hotbar styling tweaks
Move chat top-left, make it less obtrusive
Started on voxel networking boilerplate
Implement world gen as IModification
Completely client-auth inventory, remove networking for now. Improve world item pickup to reduce/eliminate possibility of two players picking up the item / duplication.
Remove hardcoded SMG/Sword starting items
Dragging an item in/out of the active inventory slot will equip/unequip it
Added CraftingRequirements to ItemAsset. Make StatusEffects public so it serializes properly.
Better slot styling again
Hook in effect prefab as well
Add sounds to fists, nerf damage a lot
Add metal node, metal fragment item
If Contact Point returns Vector3.Zero, then position the DamageInstance on the Projectile. Prevents damage numbers from spawning at origin for now
cobblestone_wall vox
won't import
Remove the random item giver