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@FPaizSF FPaizSF commented Mar 25, 2021

  • Added TMP package to project
  • All UI elements except pop-up panels and Char select use TMP for all text
  • Added Prefabs for Menu button, PartyHUD and AllyHUD info
  • Removed old images for buttons and win-loss msg
  • Added Bungee and Roboto fonts along with source files and license

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FPaizSF commented Mar 25, 2021

This is pass 1 of 2 to convert all text in BossRoom to TextMeshPro. Would love to get any comments and merge this as soon as we can to let us finish the remianinng UI soon

@SamuelBellomo SamuelBellomo added the 1-Needs Review PR needs attention from the assignee and reviewers label Mar 25, 2021
pdeschain
pdeschain previously approved these changes Mar 26, 2021
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Two tiny comments, otherwise gtg


m_UINameText.text = networkedName.Value;
// set an outline on the font material
m_UINameText.outlineWidth = 0.9f;
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That should probably be set in the material

Comment on lines 61 to 63
m_WinEndMessage.gameObject.SetActive(true);
m_WinEndMessage.outlineWidth = 0.5f;
m_LoseGameMessage.gameObject.SetActive(false);
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nitpicky - can we have the order of the invocations similar to what we have a couple of lines below?

@pdeschain pdeschain added 2-One More Review One review in, one to go and removed 1-Needs Review PR needs attention from the assignee and reviewers labels Mar 26, 2021
dwoodruffsf
dwoodruffsf previously approved these changes Mar 26, 2021
@SamuelBellomo SamuelBellomo added the 0-URGENT Blocker for a release and needs to be merged ASAP label Mar 26, 2021
@FPaizSF FPaizSF dismissed stale reviews from dwoodruffsf and pdeschain via a9dc73c March 29, 2021 19:19
@fernando-cortez fernando-cortez added 2-Reviewed with Comments PR requires owner's attention and removed 2-One More Review One review in, one to go labels Mar 29, 2021
@pdeschain pdeschain added the 2-One More Review One review in, one to go label Mar 29, 2021
@FPaizSF FPaizSF merged commit 43c4e06 into develop Mar 29, 2021
@SamuelBellomo SamuelBellomo deleted the feature/TextMeshProUI branch April 6, 2021 18:21
SamuelBellomo added a commit that referenced this pull request May 19, 2021
* reordering character select screen characters with girl/boy pairs (#160)

* Art Update: First Pass at FX/Sound Hookup, file cleanup, bug fixes. (#173)

* Art Update: First Pass at FX/Sound Hookup, file cleanup, bug fixes.
Added FX for hitreact minor, stunned, Imp death, run/walk smoke trails, death smoke, adjustment to arrow AOE fx, click effect more responsive. Cleanup -Renamed, removed, and moved assets so it's cleaner and easier to follow. Fixed some art bugs. Added new version of Tank Skill 2 icon.

* Lots of fixes including faster arrows with weapon trails, revive works now,  Boss and Imp using correct animation controllers again.  Fixed rain of arrows (now falls in correct direction and on bullseye), fixed Imp death effect getting cut off(still needs work).  Updated Bossroom floor models to have square 1 to 1 UVs.  Hit reacts impact events set up on animations (#180)

* ART - Collision/pathing fixes.  GOMPS-289.   Art Polish (#188)

* Added collision to areas of the Bossroom that didn't have any(addresses GOMPS-289).  Added short walls to lava pits with collision. Wall geometry seams fixed.  Minor UI polish.

* ART - Bug Fixes for FX, warning messages, and NavMesh/Collision updates. (#198)

* Added collision to areas of the Bossroom that didn't have any(addresses GOMPS-289).  Added short walls to lava pits with collision. Wall geometry seams fixed.  Minor UI polish.

* Fixed Simple Dissolve Shader, removed unused S_additive shader

* Collision/Path fixes, removed duplicate FX textures and shaders, Imp and Boss now have Walk/Run particles  Fixed dissolve shader, and fbx model warning messages including animation warnings.  Also Char Light warning missing script warning fixed.

Co-authored-by: David Woodruff <[email protected]>

* Art - Lighting and Nav mesh fixes. (#202)

* Fix for seams on wall pieces, Update to lighting - shadows now being cast from light sources, AO is more prominent.  Nav mesh updated based off feedback from Luke.

* Art - App icon and Art polish (#207)

* Created BR app icon, shrunk Ground Circle icon and renamed for Connecting UI, Updated BossFloor material to have Metal/Roughness texture, CharSelect 3D background prepped for Main Menu.

* Update to Main Menu- now with 3D background and Logo garden  -Develop (#216)

* Update to Main Menu- now with 3D background and Logo garden

* Feature/text mesh pro UI (#209)

* All UI elements except pop-up panels and Char select use TMP for all text. Removed old images for buttons and win-loss msg

* re-adding default TMP assets

* font outlines settings are now in material presets

* ART - Fix for normal map seams in floor pieces (#232)

* fixed normal map seams on floor pieces

* Feature/spawner portals (#172)

* Feature/spawner portals

Refines the pre-existing spawner system and installs it into the scene.

Merging notes:
- NetworkingManager: added BreakableCrystal and EnemySpawner prefabs to spawns list
- BossRoom: add AllSpawnersInDungeon prefab to scene at 0,0,0. Turn off hard-coded lights and background-walls in the scenery elements for the four portals
- BreakablePillar, BreakablePot: moved ClientBreakableVisualization to root GO, filled in the fields (placing the visible objects into "Unbroken Game Objects" list)

Testing note: the time before the spawner repairs itself is currently set to 180 seconds, which is 3 minutes, which is a very long time to wait. For testing, change Assets/BossRoom/Prefabs/Game/EnemySpawner prefab, ServerEnemyPortal component, Dormant Cooldown field

* remove testing prefab

* Improved spawner prefab; removed iterative spawn-point usage instead of random; removed dead vars

* improvements based on PR comments

- null check for clients without a PlayerObject
- keep track of actively spawned entities and don't

* another null-check for related issue

Co-authored-by: David Woodruff <[email protected]>

* UI sprites split from atlas and TextMeshPro part 2 (#230)

* All UI elements except pop-up panels and Char select use TMP for all text. Removed old images for buttons and win-loss msg

* inlcudes new Emote icons

* re-adding default TMP assets

* moved all sprites from ui_atlas into their own png files. renamed some ui sprite files for consistency.

* WIP on pop-up panel

* setup sprites and text for help panel

* font outlines settings are now in material presets

Co-authored-by: David Woodruff <[email protected]>

* fixing issue where GameNetPortal failing to clean up properly on disconnect was causing multiple sessions in the same process to fail

* Feature/rogue sneak visuals improvement

* minor code style tweaking

* indentation

* compile fixes, and upped imp damage slightly

* removing extraneous png

* Fixed missing sprite in close button of settings window

In release branch, it was using a sprite in ui_atlas (specifically "UI_elements_atlas_hud_0"). I think it just got missed when the close button was broken out to a separate image. I plugged in the new ui_btn_exit sprite.

* Update LICENSE.md

* more merging

* addressing PR concerns (caching renderer list)

* Bug fix: volume controller problems (merge issue)

* Code cleanup: removing obsolete MLAPI workaround

The comments about this workaround hack function have already been removed, but the function remained (but was un-called). Since this is the MLAPI initialization code path, we want that to be as unambiguous as possible.

* ART:  misc art polish -Texture seams, spawner crystal update.  (#268)

* Fix for seams in floor both in dungeon scene and CharSel & Title scenes.  Update to crystal material.

* Feature/animation anticipation (#175)

* Feature/parenting for animation-triggered FX (#185)

* Feature/parenting for animation-triggered FX

This is a simple enhancement to `AnimatorTriggeredSpecialFX` to let you specify what bone to parent a graphical prefab to (instead of being parented to the root GameObject).

This is needed for a few special effects, such as the "eyes glow red" effect of the boss, the Mage character's staff-glow effect, and various weapon-trail effects.

For completeness, I added the code to both the "on enter node" and "on exit node" logic, although we only intend to use it on the on-enter-node case.

* tweaked a comment

* [GOMPS-330] Pillars do not stun the boss (#206)

* [GOMPS-330] Pillars do not stun the boss

- IDamageable now has a "flags" field, and a flag for "stuns the boss".
- BreakablePillar now has the flag indicating that it stuns the boss. Also gave the pillar prefab a (nonmoving) rigidbody so that the boss can collide with it
- refactored TrampleAction to remove repetitive code. (The flow between functions is still kinda choppy, but I don't see an easy fix there.)
- added the Stunned action to the GameDataSource again. (Who keeps removing it?!)

* Trying to revert these weird changes... testing one ability first

* Reverting more changes that shouldnt be in this PR

* get this TankShieldBuff out of here

* Trying again to get an LFS file out of my PR

I can't see the diffs so I can't tell what's going to work

* Manually copied the version from Develop into this PR

These LFS files are not easy to work with

* Remove [Flags] from enum with one value to work around Unity bug

* typo

* More boss-stun refinements

* boost boss base-health from 100 to 200

* [GOMPS-417][GOMPS-379] mage-bolt improvements (#223)

* Fixed offset problems if mage is moved while winding up their basic attack; client FX abort if mage moves while blocking

* Correctly abort projectiles on client if aborted on server before the projectile launches

* Reverting that change; if it aborts on server it should abort on client!

* revert testing data

* Unsaved changes

* Update FXProjectileTargetedAction.cs

* address PR comments

* more merging

* Remove proposed hacky workaround

* Added new ReuseTimeSeconds field to ActionDescription, set mage base-attack reuse time to 1s

* [GOMPS-379] Mage ranged attack passes through walls

* accidental comment deletion

* add a readonly to a pseudo-constant

* ... and naming convention fix

Co-authored-by: David Woodruff <[email protected]>

* Feature: shield-charge improvements (#251)

* Initial checkin: shield-charge improvements

Changes to CharacterSetController (so I can recreate after merge):
- Unchecked "Has Exit Time" for transition from "Nothing" ->"Tank Shield Buff (Start)"
-  Added new Integer parameter "Invincible"
- On the HitReacts layer, Added a new node "Invincible (no reaction)". It has no animation (and exists to let us reset the HitReact1 triggeR)
- Added transition from "Nothing"->"Invincible (no reaction)" on HitReact1 trigger AND Invincible > 0
- Changed transition from "Nothing"->"HitReact1" so that it requires both HitReact1 trigger AND Invincible = 0

Changes to Hero Action Bar prefab:
- removed the OnClick event handlers; this is now done from code (so we can subscribe to mouse-down and mouse-up events instead of just "click" events)

* Tweak effect duration from 4s to 5s

* removed inaccurate comment

* misc spacing

* Removed FIXME block (because it's fixed by this PR)

* variable namechanges

* removing duplicated code for calculating charge-up time

Co-authored-by: David Woodruff <[email protected]>

* Feature/Rogue Dash Attack

Implements rogue's second special ability, the Dash Attack: the rogue dashes to the target spot and performs a melee attack. While dashing, the rogue cannot take damage.

This is implemented using the same "charge forward" logic as the Trample attack: the character moves in a straight line toward their target, as opposed to nav-mesh pathing. So if the player clicks on the other side of a wall, their character runs into the wall (and performs a harmless melee attack against the wall.)

* clean up comments

* use var

* Consider "charging" to be forced movement (prevents charge-abort abuse)

* bug fix: re-orient character before charging

* Prevent melee attacks from being wasted on dead foes

- revamps both melee Actions to use the same utility function
- IDamageable now exposes an IsDamageable function
- added melee-swing utility function to MeleeAction (for lack of a better place to put it)

* variable naming fixup

* Update IDamageable.cs

* PartyHUD prefab had gotten messed up, so that if you had 3 or more players, you would hit an unassigned entry in the array on startup, causing an NRE on all clients. This happened at a vulnerable time on the host, as well, causing the game to completely fail to initialize (no dynamic entities spawned).

* Update and addition of new sounds, all sounds are 22kHz (#282)

* adding in event unregistration everywhere it was omitted, with the exception of ServerBossRoomState, where I felt it was unreasonably complicating the class to no current benefit.

* decided to hook up ServerBossRoomState event unregistration after all.

* Feature/Action Bar Improvements

Improves the action bar in two ways:
- adds tooltips to action buttons
- when another player is selected, the basic-attack icon becomes a Revive icon (this behavior matches what already happened if a player right-clicks another player)

I made the BossRoom scene's canvas into a new prefab, BossRoomHudCanvas. All changes to the scene are encapsulated in this prefab (e.g. the tooltip configuration stuff)

* cleaning up unneeded coroutines

* Feature/Fix anticipation for mage-bolts through walls (#270)

* Fix anticipation for mage-bolts through walls

Updates the Anticipation logic for FXProjectileTargetedActionFX so that it can properly anticipate when a mage-bolt is going to slam into a wall.

* use var keyword

* Handle untargeted mage bolts

* (Cleanup) Isolate testing commands (#272)

* Removes the testing commands that were hacked into ServerBossRoomState

Moves the testing commands into a separate component (on the same prefab).

* #if DEBUG the testing hotkeys

* use more specific #if

* Merge master in develop (#279)

* removing duplicate prefabs from main menu scene (#283)

* reverting Jeff's temporary update to S_SimpleDissolve.  (#274)

* reverting Jeff's temporary update to S_SimpleDissolve. This re-adds the bad import delay, but that will soon be fixed on introduction of the new dissolve shader.

* Update to SimpleDissolve.shader as well as effects that needed to be adjusted for the change, now have a divide by zero error in shader

* Update to SimpleDissolve.shader as well as effects that needed to be adjusted for the change, now have a divide by zero error in shader

* Updated shader so that divide by zero error is gone

Co-authored-by: jdepuy <[email protected]>

* (Cleanup) (feedback needed) Remove redundant list of ServerCharacters (#271)

* Remove redundant list of ServerCharacters

* added missing Using

* Revert and cleanup comments

* Removing need for ServerCharacter list by iterating on player connections

* remove unneeded usings

* Refactoring to use a static list of player ServerCharacters

* simplifying diff

* Update Assets/BossRoom/Scripts/Server/Game/Character/PlayerServerCharacter.cs

* moving to serialized field rather than GetComponent, and acting properly inert on client.

Co-authored-by: Fernando Cortez <[email protected]>
Co-authored-by: David Woodruff <[email protected]>

* first changes WIP. add exit button

* added revive icon

* minor changes to postgame to remove unused popup ui and gamehub (#289)

* minor changes to remove unused popup ui and gamehub

* zero out object positions

* Revert "zero out object positions"

This reverts commit e47ae7f.

* zero out object position

* Remove leftover PopupPanel component from the "How to Play" UI box

* Disable the "Revive" button when selected player isn't dead

* update comments a bit, release array in OnDisable

* assert m_Buttons length is correct

* Feature/Imp health bars (#286)

* Feature/Imp health bars

- Imps have health bars
- To reduce visual noise, ALL health bars (not just imps') are disabled when the creature is at full health

(I believe this has a GOMPS number but I don't know it, sorry)

* Update UIHealth.cs

* removing some code duplication

* Update UIHealth.cs

Co-authored-by: David Woodruff <[email protected]>

* Bugfix: testing commands created monsters that were not destroyed on new scene (#291)

* Ensure entities spawned by the testing hotkeys are correctly destroyed when scene changes

* Update ServerTestingHotkeys.cs

* remove #if check

* renaming NetworkStarted to NetworkReadyEvent, and improving its comment. Also changing the OnDestroy unity method to not have an access modifier, to match the convention of Start and Update (I left GameStateBehaviour as it was, since that already has a number of derived classes--I think it makes sense for those methods to be explicitly protected in that class).

* code cleanup: identifiers for hard-coded numbers

* Revise Dash Attack to be a teleport instead of a charge

* add a missing bit of code

* fix comments

* more comment fixes

* char select UI handles unlocking seats. character select lets you unready and shows status in char info box. char select shows # of selected players. fixes around players selecting the same seat.

* fixing NRE in RoomNameBox

* fixed edge case handling when multiple players lock on same hero

* enhancing NetworkStats to also have the host/player type (GOMPS-351)

* Bugfix/host quit strands some players (#288)

* fixing issue where host quitting strands some clients in the game. Also fixed issue where no disconnect message was shown in MainMenu.

* adding missed meta file

* removing transitionreason in favor of a new DisconnectReason class that hangs off ClientGameNetPortal

* moving disconnect reset to a better place. Now it will happen even if a client decides to become a host, and regardless of whether starting as a client or relay client.

* Feature/Spawner Improvements (#295)

* Feature/Spawner Improvements

Adds new settings to the ServerWaveSpawner, so they can be tuned in the final "balance pass".

- The max # of simultaneous spawns is now determined based on the number of players
- Spawner can now override the spawned entity's detection range
- Added a total of 10 spawn-positions to the prefab (to allow a max of 10 spawned imps without any overlapping each other)
- Removed the "unlimited spawns" option because it's very dangerous (and could easily overwhelm the host)

* Give defaults to serialized values

* move detect range into AIBrain

* Update ServerCharacter.cs

* Update IdleAIState.cs

* Bugfix/broken pieces should not be hit by attacks/projectiles [GOMPS-461] (#293)

* Bugfix/broken pieces should not be hit by attacks/projectiles [GOMPS-461]

Adds a new Layer to the project, "Debris". The "broken" versions of pots, pillars, and crystals are now in the Debris layer. Since projectiles only stop for NPC and Ground layers, this fixes the issue.

* Feature/Show full particle on imp death (#296)

Imp monsters' GameObjects are being destroyed before their full "poof" particle can play. To address this, I added a new boolean that lets a particle be de-parented from the character.

Enabled this boolean for imps' death. Double-checked that the particle's `SpecialFXGraphics` has a timeout, so that it will self-destruct itself.

(At the moment, This is the only planned use of this new bool.)

* Bugfix: archer charged shot can be spammed (#297)

Gives a 0.7s reuse time to charged shot

* addressing PR comments

* changing name of event to NetworkReadied

* updated PostGameState to use a serialized field rather than GetComponent.

* Addresses Help and UI fixes from GOMPS-362

Adds Action Key labels and Zoom info to help PopupPanel
New drop down arrow graphic and text in PopupPanel

* remove unused clientspawnervis

* fixing issue where host disconnects on player leaving.

* Art: Added revive icon, fixes for seams in CharSel and Title screen background, fix for seam in boss room platform, fix for right torch being offset in Title screen, ground click fx now more animated, fix for skybox showing through at Title Screen (#290)

* interim art checkin

* fixed normal map seams

* interim art checkin

* Fix for seams in floor both in dungeon scene and CharSel & Title scenes.  Update to crystal material.

* interim art checkin

* Update to groundclick fx so they look more polished, offset torch fixed in CharSelect screen

* Added revive icon, fixes for seams in CharSel and Title screen background, fix for seam in boss room platform, fix for right torch being offset in Title screen, ground click fx now more animated, fix for skybox showing through at Title Screen

* Feature/animation speed cleanup [GOMPS-86] (#269)

* Animation-speed cleanup

- Moves character speed into the character class (removing the corresponding FIXME from code)
- Adds a "MovementStatus" field that replaces the concept of VisualMovementSpeed.
- Tweaked animator controller to allow for extra-fast movement (from not-yet-implemented buffs)
- Tweaked footstep sound player to not play footsteps for extra-fast movement (because they'd be wrong, and I think it's less distracting to just stop having footsteps than to have wrong ones)

This new enum lets the client explicitly choose how to render various status conditions, rather than having to guess what they are by comparing speed variables.

* Animation-speed cleanup

- Moves character speed into the character class (removing the corresponding FIXME from code)
- Adds a "MovementStatus" field that replaces the concept of VisualMovementSpeed.
- Tweaked animator controller to allow for extra-fast movement (from not-yet-implemented buffs)
- Tweaked footstep sound player to not play footsteps for extra-fast movement (because they'd be wrong, and I think it's less distracting to just stop having footsteps than to have wrong ones)

This new enum lets the client explicitly choose how to render various status conditions, rather than having to guess what they are by comparing speed variables.

* code cleanup to address PR concerns

* comment fix

* variable renaming

* Move speed values and animator variables out of ClientCharacterVisualization and into a separate VisualizationConfiguration SO

* move some more variables out of ClientCharacterVisualization and into VisualizationConfiguration

Clustered public pseudo-vars (getters) in the same place at top of class, after serialized vars and before private vars

* more cleanup of ClientCharacterVisualization

* fix variable naming convention, remove #if

* Bugfix: Add move-check timeout to untargeted Actions [GOMPS-467] (#273)

* Adds move-check timeout to untargeted Actions [GOMPS-467]

* new approach: only abort interruptible actions

* Subtly change meaning of ActionInterruptible boolean

to mean "don't move while performing it"

* comment tweaks

* better comment

* Remove ButtonID from UIHudButton, refactor HeroActionBar

to not use hard-coded ints all over the place. Some minor code cleanup as well

* fix a comment

* Update HeroActionBar.cs

* Fix merge of scene

* Merging scene again, this time taking changes from before the canvas was prefab'ed

(involving minor edits to the How to Play panel)

* more merge corrections

* Better handling of dash-attack cancelation (and cancel in general)

- Dash Attack has a separate trigger to cleanly cancel the dash
- Hooked this trigger to animator nodes
- server-side Dash Attack explicitly cancels the FX when canceled
- when ActionPlayer cancels an action, the reuse time is reset to what it was before the action began (so that ReuseTimeSeconds don't have to elapse before you can use it again)

* cleverer version of the ActionPlayer changes, no second dictionary is needed

* fix accidental reformating

* address PR comments re: teleport RPC

- second teleportation RPC is optional (and not used by our Action)
- no longer route the teleport event to actionFXes (not needed for this demo)

* Generate a default teleport-spot; remove debug lines

* Added various safety checks. Reduced teleport range from 20m to15m

* change rogue dash range from 20m to 15m

* comment tweak

* Comments

* renamed some minor functions

* Setup three particles:

- mage heal caster particle (parented to mage hand)
- mage heal target particle (instantiated by the MageHeal action)
- imp boss tears (parented to boss)

Minor code changes to allow MeleeActionFX to have target particles

* Boss's eye-glow

* Remove switch statements

* Feature/Shield-Charge attack has anticipation anim [GOMPS-472]

- Actions with special input handlers did not trigger the same client events that other actions did. Added a parameter to `BaseActionInput` that can be called to properly send these events.
- Added necessary anticipation logic to ChargedShieldActionFX
- Also fixed issue where you could sometimes get the animations out of sync if you spam-clicked the shield charge button

* Feature/remove cooldown time variable

Only one action was still using the CooldownTime feature: the boss's trample attack. Removed all vestiges of CooldownTime and changed the AI to instead check ReuseTime.

There was also a subtle side-effect to the boss's use of cooldown time: the boss would stand still for a few seconds after the trample ended. The boss no longer does this, and instead immediately tries to use new attacks. This required a change to the animation controller, because previously the boss would stay in his "trampling" pose until all movement stopped. Since he doesn't stop moving reliably anymore, we just use a stop-trigger to stop him. (Which we probably should have done in the first place, but it was early in the project and we were trying to minimize the number of triggers used for some reason)

* code cleanup (to address PR feedback)

* Bugfix: Fix mage-bolt friendly fire [GOMPS-299] (#294)

* Fix mage-bolt friendly fire [GOMPS-299]

Many actions can cause the player to "look like" they're hitting another player (e.g. selecting a target and using the Attack action on them makes them play the reaction anim) but that's just amusing fluff... the problem is that mage bolt did actual damage to other players. This is fixed.

Also fixed: if the target of the mage bolt had disappeared since the mage queued the attack, the attack was simply aborted because we had no target. Now, the attack is not aborted, and just turns into a normal "missed" bolt. To do this, the client sends the click-position along with all bolt attacks.

* Remove hit-reacts when shooting friendly target

* added caster heal cast fx to caster, buff to be added

* allow multiple particle-entries for the same animation node

* removing old sounds, updates to CharGFX prefabs

* Boss, imp, and character sounds hooked up, adjusted Boss eyes so they don't draw on top of everything, added FX to Boss, and characters

* Got Bosses red eyes lined up for charge attack, crying sound now loops when defeated

* addressing PR comments

* Anticipation logic tweaks:

- if an anticipated action's `Start()` returns false, we should remove it
- do not call `Update()` on an anticipated action (until it stops being anticipated)

* remove temp list (PR feedback)

* better version of prev checkin

* Fix occasional NREs during object destruction (#310)

* Arrow volley sound update

* give archer's aoe shot the correct anim

* lots of effects work and sound updates

* revive uses revive action amount value for revive (set to 400)

* fix too-many-smoke-particles-while-walking issue

* another null-check (#312)

* Remove unused on-node-exit event

- Removed the "on-node-exit" event hookups in `AnimatorTriggeredSpecialFX` because we never ended up using them at all, and the code is just cluttering things up and making it look much more complicated than it is
- Changed the 3D-ness of some sounds to make them fully 3D

* Update Assets/BossRoom/Scripts/Client/Game/Action/DashAttackActionFX.cs

Co-authored-by: Sam Bellomo <[email protected]>

* don't explicitly reset triggers, since two copies of action can play at once

* Revert boss's health to what it was before (had been set to 1 for testing boss-death)

* updated tank shield buff audio dropoff setting to Linear

* volume tweaks

* Feature/static scene network objects (#292)

* BossRoom scene spawners converted to prefab instances & using separator GOs, gameevent (GO) & gamelistener implemented & used for boss death, NetworkLifeState ripped out of NetworkCharacterState, removal of old spawn objects & spawn script

* made IGameEventListenable interface, assert added, and duplicate check on gameeventlistener list

* boss room scene network objects hierarchy cleanup, networkingmanager prefabs list trimmed, transform SO created

* made RuntimeObjects & RuntimeNetworkObjects into separate prefabs (reusability)

* Enable GPU Instancing on Imp Materials

* hotfix for a compilation issue

* Fix to imp death smoke...now feels more smokey

* Turn off Cast Shadows on ImpGraphics and BossGraphics

* Fix boss-death helmet jiggle by deparenting helmet

* Switch antialiasing to FXAA in fast mode (applied scene changes to camera to prefab)

* Disable GPU Skinning

* Turning AO down to medium quality

* Turn on GPU Instancing for eye sheet materials

* Enabling GPU Instancing for all characters and weapons

* GPU instancing on breakables

* Change particles in smoke to Local sim to fix culling

* Added instancing to torch mats (kept flame object & flame shader on torches)

* Fix to imp death smoke...now feels more smokey.  Now with soft particles so ground clipping isn't noticeable

* add null-check

to deal with shutdown case when host is running in-editor

* sanitized text in input/IP & port fields on input change callback (#298)

* sanitized text in input/IP & port fields on input change callback

* adding underscore to allowed chars to input field

* renaming variable

* re-adding oninputchange callbacks on prefab

* updating shader variants (#306)

* fixed a bunch of fixmes, including significant work on the login flow, which had several problems (e.g. if 2 people log in with the same guid, we didn't do anything sensible, but just clobbered our the old guid entry in our hash and got inconsistent state).

* updating project to Unity LTS 2020.3.6f1

* Adjustments for balance and difficulty scaling with more players (#321)

* added a new spawner portal in room before boss door. 

* Lock in manually-changed scene differences so prefabs are canonical..

* Change description of rogue basic attack as now it is slower but more powerful than hammer

* balance tuning to action times and dmg.

* tuned spawn distances for spawners in room 1 and boss room

* adjusted spawn cap per player

* removed some default imps and adjusted directions of placed imps

* locking in changes to StaticNetworkObjects

* added two null check safeguards for objects that get deleted during play


Co-authored-by: jdepuy <[email protected]>
Co-authored-by: eheimburg <[email protected]>
Co-authored-by: David Woodruff <[email protected]>

* Minor gameplay polish tasks (#319)

* Minor gameplay polish tasks

- crystals are too shiny and weird-looking when they're broken
- if you're standing still and trying to melee an enemy, you should turn to face the enemy so you can actually hit them
- when using the archer's AoE ability, the reticule should wait for a real mouse-click, not just a mouse-release
- make the 1 key fire a basic-attack (like clicking the mouse), and make 2, 3, 4, use the first, second, and third special, respectively.
- add numbering to the ability bar and emote bar so players know what keys do what thing

* updated comment for why we're tracking mouse-down mouse-up cycle in AoeActionInput

Co-authored-by: David Woodruff <[email protected]>

* Update Assets/BossRoom/Scripts/Server/Game/State/ServerCharSelectState.cs

Co-authored-by: Sam Bellomo <[email protected]>

* Update Assets/BossRoom/Scripts/Server/Game/State/ServerCharSelectState.cs

Co-authored-by: Sam Bellomo <[email protected]>

* PR fixes

* Update Assets/BossRoom/Scripts/Server/Net/ServerGameNetPortal.cs

Co-authored-by: Sam Bellomo <[email protected]>

* fixing charged arrow NRE, mage FX codestyle feedback, and an issue with imps leaking out of the scene. (#323)

* fixing broken character list selection

* moving position and rotation to MLAPI's PositionUpdate channel (sequenced, unreliable). This significantly improves user experience in high-packet-loss scenarios

* adding the rotation part of the prior change

* fixing issue where you wade through the treasure chest dais

* removing incorrect use of null propagation on Unity object

* nudging up hover height so it's reliable above the dais.

* speculative fixes to pots issues. We are now buffering messages rather than instantly discarding them if target is not available, and we're no longer recycling network Ids (#328)

* Bugfix: boss's "charging" particles not canceled when stunned (#327)

* displaying better initial text for player number + welcome text, prefab cleanup (#324)

* upgrading to 2020.3.8f1 LTS

* fetching MLAPI experimental package through registry (#336)

* docs: 0.2.0 Changelog (#334)

updating the changelog for 0.2.0

Co-authored-by: Fernando Cortez <[email protected]>
Co-authored-by: jdepuy <[email protected]>
Co-authored-by: David Woodruff <[email protected]>
Co-authored-by: FPaizSF <[email protected]>
Co-authored-by: Eric Heimburg <[email protected]>
Co-authored-by: Simon Shen <[email protected]>
Co-authored-by: Cosmin <[email protected]>
Co-authored-by: Fernando Cortez <[email protected]>
Co-authored-by: Sarah Beck <[email protected]>
Co-authored-by: Christopher Pope <[email protected]>
Co-authored-by: Lori Krell <[email protected]>
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6 participants