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Commits : Listings

Analyzed about 16 hours ago. based on code collected about 17 hours ago.
Nov 23, 2024 — Nov 23, 2025
Commit Message Contributor Files Modified Lines Added Lines Removed Code Location Date
Progressed character sheet window. More... about 10 years ago
StartGameBehaviour now passes through character to PlayerEntity. Fixed race index error from recent change. Added SaveTree searching for specific record types. More... about 10 years ago
Fixes for Linux compatibility. Started on Character Sheet interface window. Fixed issue where saved time scale was overwritten by pause. Added RereadSettings() to SettingsManager. More... about 10 years ago
Implemented CharacterRecord for SaveTree records. Started SaveVars reader for save import API. Can now load a classic save and spawn to correct exterior world position. Started migrating spawn to StartGameBehaviour. Started reworking TeleportTo methods in StreamingWorld. Added ScaledMousePosition getter to BaseScreenComponent. More... about 10 years ago
Progress enemy serialization. Dead enemies now stay dead after deserialization. Removed fake health stat in EnemyBasics. Enemies now use DaggerfallEntity model for health. Deprecated old EnemyHealth component. It will be removed later. Enemies will now be serialized if any vitals have dropped. Enemies now serialized in base data, not just in dungeons. Moved blood splash trigger to WeaponManager. More... about 10 years ago
Started on enemy serialization. Added helpers to DaggerfallDateTime to support date format in classic saves. Fixed crouching bug causing player to fall through floors. Added a simple god mode for testing. Added ability to simply pop a UI window. Implemented restart button on character creation. Completing character creation now plays opening cinematics and loads main game scene. Stopped cursor from being visible during cinematics. Added dispose call for VID player to cleanup resources when finished. More... about 10 years ago
EnemyEntity now attached to enemy game objects. Differentiated ClassCareers and MonsterCareers enums. Enemies now cause actual damage to player within their range. Implemented falling damage. Increased player base health at level 1. Implemented PlayerDeath script. Added a crouch feature to PlayerMotor. More... about 10 years ago
Player class details are now included in saves. Progressed entity system towards an abstract implementation common to all living entities in world. More... about 10 years ago
Added support for serializing action objects. Reworked action objects and action doors to better support resuming state, even part-way through an action. Reworked PlayerMouseLook to use absolute pitch and yaw values for player facing, independent of input method. This resolves the pitch lock and clamp bounce effect in previous script. More... about 10 years ago
Test quick save/load now working. Save game system must now be expanded to handle all game state. Renamed class SaveLoad to SaveLoadManager. Can now set defaultHideFlags in scene builders. More... about 10 years ago
Updated FullSerializer DLL and license. Started work on SaveLoad singleton and custom Save Game interface. More... about 10 years ago
Added manual scale mode to BaseScreenComponent. Mouse capture only released when game is paused. Screenshot now captured internally when pausing game. More... about 10 years ago
Started implementing pause options dialog. Fixed bug where popup windows were closed independently of messaging system. More... about 10 years ago
Extended EnemyBasics array with more combat information. Added new monster information to career viewer. More... about 10 years ago
Added player vital signs to HUD. Change DaggerfallUnity setup to Awake so singleton will be available sooner. Added INI option to invert health and fatigue colours like later TES games. More... about 10 years ago
Started work on replacing HUD components. New HUD components are part of UI system rather than just tacked on for demo purposes. More... about 10 years ago
InputManager now supports mouse and look actions. InputManager can now query action start and action end. Continued moving player input to InputManager. More... about 10 years ago
Added movement impulses to input manager. Set terrain sampler back to default. More... about 10 years ago
Changed InputManager key enumeration technique. Started updating inputs on PlayerMotor. More... about 10 years ago
Started work on custom input manager and game manager. Can now spawn players directly inside a dungeon, streaming world will be loaded on exit. Needs refinement. More... about 10 years ago
Started DaggerfallEntity class for player and monsters. Renamed DFClass to DFCareer. This helps avoid confusion with reserved keyword class. More... about 10 years ago
Progressed save game API classes. Progressed Save Explorer editor window. Changed how 1x1 locations are aligned to terrain so this matches save game coordinates. More research likely needed here. Changed FileProxy.ReadCString overload to a static method. More... about 10 years ago
First pass at save tree record import. More... about 10 years ago
Unity 5.2 compatibility. More... about 10 years ago
Implemented initial settings reader. More... about 10 years ago
Added INI File Parser. Started work on main game scene. More... about 10 years ago
Implemented character summary window. Moved shared character creation UI elements to controls. More... about 10 years ago
Implemented add bonus skills window. More... about 10 years ago
Implemented Add Bonus Points window. More... about 10 years ago
Implemented face select window. Cleaned up duplicate enums and classes from earlier entity setup. Popup windows no longer close automatically on button press. This is to allow caller to decide what happens, which may not be to close window. Changed race select window to a popup window to support better cancelling. Fixed issue where race select was being pushed to window stack multiple times. Added OnCancel event to popup windows. More... about 10 years ago