The Mission Start Flow and level selector UI have been fully implemented. The mission system now supports multiple mission types, including quests, and a comprehensive weapon proficiency system has been integrated.
[MILESTONE]
- Completed the Mission Start Flow, providing a clear path from level selection to mission deployment.
- Fully implemented the new level selector UI, allowing players to choose their next mission.
[GAMEPLAY]
- Implemented support for multiple missions per level, including optional quests and a guaranteed epic loot fallback mechanism.
- Introduced a new assassination mission type with specific target goals.
- Integrated a new Mission Processor and extraction flow for improved mission progression.
- Implemented a comprehensive weapon proficiency system, allowing players to improve weapon handling over time.
- Introduced an action conditions system to enable more complex ability interactions.
- Implemented a new weapon feature system, allowing for modular and extensible weapon behaviors
- Introduced weapon templates and action templates to streamline weapon configuration and balancing.
- Enhanced weapon feedback by displaying equipment stat bonuses and refining weapon sway mechanics.
- Introduced ‘Heist-style’ replay handling for epic loot, providing new gameplay opportunities.
- Implemented a new bark reaction system, providing dynamic character vocal responses to in-game events.
- Implemented a hitstop (freeze frame) system to add impact and feedback to combat and key actions.
[GRAPHICS]
- Implemented a new dynamic portrait capture system for characters
- Refined portrait camera behavior, including alignment, background handling, and caching for performance.
- Introduced map node path visualization with bidirectional paths, enhancing level selection clarity.
- Integrated new Cartography Pack assets, including tilesets and sprites, enhancing map visuals.
[AUDIO]
- Integrated the Mumble voice system, enhancing in-game character dialogue delivery.
- Streamlined Barks UI integration and made various runtime fixes for stability.
[UI/UX]
- Enhanced the loading screen experience with crew portraits, a progress reporter, and displayed level information.
- Integrated new UI elements and locks to reflect weapon proficiency progression.
- Added ‘New Item’ badge support to inventory UI elements.
- Implemented a complete level selection flow, integrating UI, input, and mission state management.
- Enhanced UI navigation with robust grid navigation support across various selection screens.
- Introduced detailed character selection and character details UI.
- Introduced a new UIScreen system, migrating various level and mission screens to a unified architecture.
- Significantly improved character and inventory selection UI, including enhanced grid navigation, layout adjustments, and tooltip fixes.
- Streamlined crew selection UI and refined menu flow for a smoother player experience.
- Completed the character selection screen layout and integrated new UI prefabs.
- Revised Asset Card display and other core UI templates for improved consistency.
- Introduced a new UIButtonAnimator component to enhance button visual feedback and interactivity.
- Updated default button visuals and refined the Map Cart UI.
- Added new ButtonBar UI prefabs and button overlay elements.
- Updated fonts (SDF) across the UI for visual consistency.
- Minor update to the Stars Screen UI prefab.
- Implemented a centralized UI input blocking system, improving input consistency and preventing unintended actions.
- Refactored UI widgets and integrated the new UIButton system for a more robust and unified UI architecture.
- Introduced a dedicated Difficulty Selector screen and refined the Mission Detail Screen.
- Enhanced the Map Cart UI with improved layout, new glyphs, and header overlays.
- Further developed the UIButton system with input gating and screen control capabilities.
- Minor updates to the Map Cart scene and associated level scripts.
- Refactored the level selector and added a mine cart animator for improved visual feedback.
- Added new Help UI prefabs for in-game guidance.
- Developed a comprehensive mission icon library and metadata system for clearer mission presentation.
- Integrated the new Map Cart scene and supporting assets for level selection.
- Refactored the Books UI with new editor tools and hardened prefabs for improved stability.
[FIXED]
- Minor fix to health potion script functionality.
- Addressed minor UI inconsistencies and refined weapon burst spread calculations.
- Fixed inventory instance ID handling for better item management.
- Corrected ricochet reflection count and resolved race conditions/null checks in ability buttons.
[TECHNICAL]
- Refactored inventory equipment slots and head wearable management for improved consistency.
- Refactored inventory management, ensuring items persist globally and improving wearable state handling.
- Reorganized UI prefabs and established new UI templates for consistency.
- Integrated Odin buttons into inventory templates to streamline item debugging and testing in Play Mode.
- Ensured character initial status is consistently applied from templates.
- Integrated new profiling tools and markers to aid performance analysis.
- Implemented an Act metadata system and optimized map node caching for better performance.
This Changelog is automatically generated with Google Gemini based on my git commit history.