branchsbox-roomlite/maincancel
202 Commits over 123 Days - 0.07cph!
Fix misaligned room
Remove logs
Fixed Networked Item Pickups
Fix networked projectile rotation
Fix BulletGenerators having Shadows
Fix BulletGenerator Networking
Fix item networking
Skeleton Key Fix?
Bullet Shadows + ShadowOverride on Entity
more rooms
Merge branch 'main' of sbox-roomlite
More networking fixes
Fix networking coins
Fixed going to the next floor when networked
Fix RoomManager shutting doors as soon as they'd open
enemy push and contact damage
pickup physics etc
Merge branch 'main' of sbox-roomlite
Possible multiplayer fixes
Use BulletGenerator instead of bullet prefab so Wood Man can have a more interesting pattern
Enemy ModifyWishVelocity instead of ModifyVelocity 🤦
Enemy now uses IEntityModifier to set velocity
Add `give_item` command
Fix some more NREs
Fix EndFloorTrigger counting players twice sometimes
Added ItemEffectType.SpawnPrefab
Added ApplyModifierToHeldWeapon component and added Wiggle Bullets item
https://files.facepunch.com/CarsonKompon/2024/November/11_10-49-OutlandishFlicker.mp4
Fix enemy bullet damage
Increased room/tile size, made minimap and room bound checks account for tilesize
Update SpriteTools
Remove manually configured room bounds, automatically serialized with prefab metadata on save
Remove RoomResource, automatically serialize all that data to the RoomManager Prefab Metadata
Fix Entity, Projectile, and BulletGenerator NREs
Updated SpriteTools
Input.config + .sbox gitignore
Fix Minimap error
Fix Dungeon Generation Errors
Update all obsoleted code
Fix Dungeon Generation overlapping on itself sometimes
Massive code refactor
Tons more refactoring, optimizations, and updating existing prefabs to work properly
Added Bullet Generator, affected by various IEntityModifier effects (which stack). Emitters are insanely customizable, we should be able to make just abt anything with this
https://files.facepunch.com/CarsonKompon/2024/November/10_20-33-RudeIndianjackal.mp4
Added "Manual Burst" button and Burst() function to BulletGenerator
https://files.facepunch.com/CarsonKompon/2024/November/10_20-43-ImaginaryLocust.mp4
Fix Key and Medkit Pickups
Moving Entities are no longer affected by IEntityModifiers of any child BulletGenerators
Fix NREs when killing enemies without the Vampire Charm 😅
Display HP value inside of healthbar as Text
https://files.facepunch.com/CarsonKompon/2024/August/23_12-27-PrimeAsiandamselfly.png
Added 7 new Items with different effects/rarities
Added Vampire Charm item which has custom behaviour on top of given effects
Moved Player Stats to very Bottom-Left
Interactable UI now contextually styles subtext
Added DamageMultiplier ItemEffect
Added Forceful Damage Item
Display Item Rarity on Interactable UI
https://files.facepunch.com/CarsonKompon/2024/August/23_12-13-RoughDuckling.png
Edit PlayerStatEntry styling
Fixed doors closing before actually entering room when entering from above
Created a few Hallway rooms
Updated Sprite Tools
Added PlayerItemList to the HUD, shows all items you have so far.
Fix Minimap not displaying anymore
Added basic Player Stats to HUD. Displaying any stat changes on item pickup next to them.
https://files.facepunch.com/CarsonKompon/2024/August/23_10-12-ShorttermYeti.png
Added Functionality to ItemInventory component. Items can be given to/from the inventory and will apply their respective effects
Can now press E to interact with Interactables. Interacting with an Item will pick it up and apply all it's effects.
Damage, IncomingDamage, Range, BulletSpeed, and BulletSize effects now all have proper functionality
Adjust Damage/Health Numbers
Don't create Doors at un-occupied Exits
Update .sbproj
Added ItemEffects which can be added to ItemResources to have them easily apply various effects
Spawn Indicators no longer cast shadows
Connected Clients can now see the Minimap properly. Enemies and other players now show on the Minimap as well
Fixed Enemy Spawn Indicators destroying themselves instantly on Connected Clients
Minimap Fixes
Create Custom 2D Character Controller to use for Player Movement instead of a Rigidbody. Fixes all known movement issues with Connected Clients
Clean up 2D Character Controller
Updated Sprite Tools
Prefab Spawner no longer spawns at the same height as the tiles
Remove old Tile classes
Updated Sprite Tools
Updated Minimap Colours
Added Key Sprite/Pickup. Has a chance to drop from Crates.
Fixed Pickup Scales and Shadow Scales
Don't show Room Caps on the Minimap
Updated Sprite Tools
Only use Tiles tagged with "floor" to create the rects for the Minimap
Added Basic Minimap. Can press TAB to toggle larger view
https://files.facepunch.com/CarsonKompon/2024/August/19_21-50-OvercookedDoe.mp4
Minimap only shows rooms that you've visited (or adjacent rooms)
https://files.facepunch.com/CarsonKompon/2024/August/19_22-09-BaggyMussel.mp4
Update Sprite Tools
Marked all Sprites in all Prefabs as Do Not Cast Shadows that weren't already
Update SpriteTools
Remove unneeded function
Removed delays from Map Generation so its super quick and invisible
Remove other unused assets
Update Sprite Tools to the latest published version
Swap out SpriteTools to Tileset Editor version
Update Room Prefabs/Resources to use a Tileset.
https://files.facepunch.com/CarsonKompon/2024/August/08_20-21-FinishedSeabird.mp4
Set shadow prefab to Shadows Only
Remove old un-needed assets
Made door one-way so players can join you when you start a room
Various multiplayer-related fixes
Fix PlayerInfo NREs when the player connection no longer exists
Cap off any unclosed ends with proper directional tiles instead of weird box tiles
change sun angle so no wall shadows on sprites
Fix RoomManager gizmos
Update Sprite Tools
Fix Texture.Load issue in ItemComponent
Updated Sprite Tools
Show Aggro Range gizmo when enemy selected
Use Pixel Font for Damage Numbers
Increase Map Generation Size with each Floor. Guarantee one item room each floor, adding another every 4 floors
Fixed enemies walking through walls
Fix dash networking
Added Enemy Spawner Component, Sprite and Prefab
PrefabSpawners have SpawnOnStart. Crates/objects will spawn on map generation, enemies will not spawn until entering room.
Doors close when entering Room (if room has enemy spawns). Doors open after clearing all enemies.
https://files.facepunch.com/CarsonKompon/2024/July/20_00-42-AntiqueMeadowhawk.mp4
Move some scripts into new folders
Fix some Player networking issues
Player and other Entities no longer run OnFixedUpdate when Map is generating
Created EndFloorTrigger and prefab. Goes to next floor when all players are standing on it.
Add EndFloorTrigger to each boss room prefab
Going to next floor loads new scene and connected clients retake appropriate players
Fix re-connected player sometimes spawning with a 2nd gun
Grid size adjust
Cookie the grid size
Change paint keybinds
Spawn enemies/other prefabs once room generation is finished
Added Item Rooms and RoomType Enum
Created Boss Room Assets
GameManager.IsMapGenerating, Pause everything while generation occurs
Fix Map Generation Hanging sometimes
Added "Generating Map" UI
Update Sprite Tools
Fixed odd png issue
Update Sprite Tools
Update Sprite Tools (again)
Updated all Item Sprites to use the same origin
Improved InteractableUI
More InteractableUI cleanup
Created Item Prefab
Update Sprite Tools
Update All Sprites Again
Item Prefab assigns a random Item when Item is null
Update Sprite Tools
Created ItemResource
Expanded upon ItemResource
Update Sprite Tools
Added SS1 Item Sprites for now
Interactables now show info panel when standing on
Added some test items
Made ItemResource only take Sprite, Interactable Icon takes texture from Sprite
Update Sprite Tools
Added Dash/Roll. Invulnerable while dashing
Added Dash Particles
Update Sprite Tools
Shorter Range on Uzi Weapon
Added Bullet Pop Effect to projectiles
Fixed Z-indexing and camera height
Re-organized Room Prefab folder structure
Started on Interactable Entity
Pitch coin sound when picking up consecutively
Update player hitbox
Don't run Entity GameObjectSystem in editor 😅