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Develop #338
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…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.
…s 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)
* 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.
* release/v0.1.0-experimental: event added for ClientCharacterVisualization on destroy to remove UI elements (#190) Feature/template cleanup (#177) adding a simplified version of my animation_anticipation change that … (#182) cleanup for downed player on late join (order of operations) & health check (#174) update mlapi version (#183) Removed unused component reference from CharLight (5) game object, (#189) redundant meta files removed ReadMe update with Discord Channel awareness (#186) Update LFS content in README (#151) ready button disabled sprite field updated (#178) fix: Remove development test scenes (#179) Update CONTRIBUTING.md Sam's comments # version update (#170) # Conflicts: # Assets/BossRoom/Scenes/BossRoom.unity # Assets/BossRoom/Scenes/CharSelect.unity
…es. (#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]>
* 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.
* 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.
…216) * Update to Main Menu- now with 3D background and Logo garden
* 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
* fixed normal map seams on floor pieces
* 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]>
* 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]>
…onnect was causing multiple sessions in the same process to fail
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.
merge of releave/v0.1.0-experimental back to develop
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.
* Fix for seams in floor both in dungeon scene and CharSel & Title scenes. Update to crystal material.
…e.cs Co-authored-by: Sam Bellomo <[email protected]>
…e.cs Co-authored-by: Sam Bellomo <[email protected]>
Co-authored-by: Sam Bellomo <[email protected]>
[GOMPS-470] cleaning up todos and fixmes
…th imps leaking out of the scene. (#323)
…nced, unreliable). This significantly improves user experience in high-packet-loss scenarios
[GOMPS-522] fixes character jitter in high packet loss scenarios
Bugfix/gomps 521 fixes ArgumentNullException
…r than instantly discarding them if target is not available, and we're no longer recycling network Ids (#328)
[GOMPS-532] removing incorrect use of null propagation on Unity object
[GOMPS-524] fixing issue where you wade through the treasure chest dais
…ersion upgrading to 2020.3.8f1 LTS
updating the changelog for 0.2.0
* main: Adding suggested changes Uploading pull-request-template docs: License UCL update and changelog additions (#304) Correction for stealth state, should use bool, not byte (#263) Create third-party contributions file (#262) Update README.md in package (#260) Architecture.md improvements (#254) docs: Changelog and Third Party for 0.1.0 (#233) Update LICENSE.md Update LICENSE.md Update LICENSE.md adding initial codeowners file (sam as global) (#258) Update readme (#256) Adding missing space project name update (#245) quick fix for missing TGA # Conflicts: # Assets/BossRoom/Scripts/Client/Game/Character/ClientCharacterVisualization.cs # Assets/BossRoom/Scripts/Server/Game/Action/StealthModeAction.cs # Assets/BossRoom/Scripts/Server/Game/Character/AIBrain.cs # Packages/com.unity.multiplayer.samples.coop/CHANGELOG.md # ProjectSettings/ProjectSettings.asset
fernando-cortez
approved these changes
May 19, 2021
lkrell
approved these changes
May 19, 2021
SamuelBellomo
added a commit
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May 31, 2021
* main: Update README.md (#346) Fixing parameter exception when connecting to lobby (#343) Merging develop to main (#338) # Conflicts: # Assets/BossRoom/Audio.meta # Assets/BossRoom/Audio/SFX.meta # Assets/BossRoom/Audio/SFX/Archer.meta # Assets/BossRoom/Audio/SFX/Boss.meta # Assets/BossRoom/Fonts.meta # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/animated/env_door_boss_ani.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/animated/env_door_gears_ani.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/animated/env_floor_switch_glow.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/animated/env_treasure_chest_ani.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/crystal.meta # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/crystal/DestroyedCrystal.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_Door.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_boss_floor_2.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_door_boss_head.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_floor_barrier_1.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_lava.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_spawn_door.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_torch2.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_wall1_base_corner_1.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_wall1_base_diagonal_1.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_wall1_base_diagonal_2.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_wall1_base_diagonal_3.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_wall1_base_straight_1.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_wall1_base_straight_2.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_wall1_base_straight_3.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_wall1_base_straight_cap_1.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/env_wall1_top_corner_1.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pillar/env_pillar.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pillar/env_pillar2.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pillar/env_pillar2_break_parent.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pots/env_pot_break_parent.prefab # Assets/BossRoom/Prefabs/Dungeon/Dungeon.prefab # Assets/BossRoom/Prefabs/Game/BreakableCrystal.prefab # Assets/BossRoom/VFX/Materials/FX_Crystal_Broken.mat # Packages/com.unity.multiplayer.samples.coop/CHANGELOG.md # ProjectSettings/ProjectSettings.asset
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