- Updated PhysicsPerceptionSystem to support seven detection modes: RangeCircle, BatchLOS, FanCast, BoxCast, Sight, RayCast, and TriggerZone.
- Improved documentation for each detection mode, including performance optimization strategies.
- Introduced PerceptionTriggerProxy for event-driven detection in TriggerZone slots.
- Added SightBatchSystem to manage Sight slots efficiently, reducing CPU spikes during high enemy counts.
- Updated SensorSlotNames to reflect new detection modes and their purposes.
- Enhanced internal logic for detecting targets and managing detection events.
- Implemented HurtBoxOwnerGuard to ensure that multiple HurtBoxes on the same character do not register damage multiple times during a single HitBox activation.
- Added custom editor for HitBox to facilitate the creation of shape colliders with HitBoxColliderProxy.
- Introduced PhysicsPerceptionSystem for enemy perception, supporting multiple detection modes including RangeCircle, BatchLOS, FanCast, and BoxCast.
- Created EnemyPatrolZone to define patrol and chase areas for enemies, allowing for shared zones among multiple enemies.
- Added BD_IsOutsideZone conditional task for Behavior Designer to check if an enemy or player is outside a defined patrol zone.
- Enhanced Physics2D layer collision report with new interactions between Player and Enemy layers.
- Refactored BD_InvestigateLastKnown to streamline animation handling and improve readability.
- Simplified BD_MaintainCombatDistance by consolidating movement stop logic.
- Updated BD_MoveToPlayer to set AI phase on start.
- Improved BD_Patrol logic with better handling of stuck states and path failures.
- Enhanced BD_PatrolWaypoints to manage stuck conditions and retry logic more effectively.
- Refined BD_ReturnToHome to remove unnecessary animation calls.
- Updated BD_WalkRandom to ensure AI phase is set correctly on start.
- Improved EnemyAbilityBase to delegate target facing to the movement system.
- Enhanced EnemyBase with new movement methods for better control.
- Refactored EnemyMovement to introduce a new input system for handling movement and facing.
- Added EnemyMoveInput struct to encapsulate movement intentions.
- Updated Physics2DSettings to reflect new layer collision matrix.
- Introduced RTK CLI instructions for optimized command usage.
- Implemented a new method for reconstructing rectilinear polygons from trigger points.
- Added a fallback mechanism using nearest neighbor ordering and 2-opt optimization for irregular shapes.
- Updated point sorting to ensure counter-clockwise orientation for polygon colliders.
fix: Suppress validation warnings during batch enemy placement in SceneObjectPlacerTool
- Introduced a static property in EnemyBase to suppress validation warnings during editor object placement.
- Updated SceneObjectPlacerTool to utilize this property when creating enemy game objects.
refactor: Clean up OnValidate method in EnemyBase to respect suppression flag
- Modified OnValidate to check for the suppression flag before logging warnings about missing configurations.
- Implemented EnemyRespawner to manage enemy spawning and respawning within rooms.
- Added IRoomLifecycle interface for room activation and dormancy handling.
- Created supporting classes and metadata for enemy perception and threat assessment.
- Established streaming system components for room state management and transitions.
- Added necessary metadata files for new scripts to ensure proper integration with Unity.
- Add RoomStreamingManager to manage room loading and unloading based on player proximity.
- Create StreamingBudgetConfigSO for memory and performance budgeting of the streaming system.
- Introduce TransitionDirector to handle seamless and atmospheric fade transitions between rooms.
- Develop WorldGraph to represent room connectivity and facilitate neighbor queries and distance calculations.
- Implement RoomNode and RoomEdge classes to structure room data and connections.
- Implemented WeaponFeedback class for handling weapon-related feedbacks such as hit effects and attack sounds.
- Added meta file for AddressableManagerWindow to manage addressable assets.
- Included a new jump.data file for profiler data.
- Added DownDash ability with cooldown and speed configuration.
- Introduced DownDashState to handle down dashing mechanics, including gravity manipulation and animation playback.
- Updated PlayerMovement to support DownDash functionality.
- Enhanced PlayerStats to manage spring charge consumption and healing.
- Modified PlayerCombat and WeaponHitBoxInstance to support new hit confirmation events.
- Updated AbilityType to include new form types for character abilities.
- Improved Gizmos for better visualization of enemy detection and attack ranges.
- Added feedback systems for form switching in PlayerFeedback and IFeedbackPlayer.
- Refactored combat and movement states to accommodate new abilities and ensure smooth transitions.