Skip to main content

November

Friday 1st

  • Finished off developing FUI dropdown menu
  • Working on docking sim settings menu

Saturday 2nd

  • Experimented with SQLite in Unity
    • Very painful to setup
    • There are some Unity specific libraries, but Myriad isn't Unity specific so can't depend on them!
  • LiteDB seems like a good pure C# alternative
    • Immediately works in Unity
  • Fiddling with Entity serialization in Myriad.ECS

Monday 4th

  • More dropdown container work!
    • Auto resizing as options are added and removed
    • Way to add options from editor as well as scripts
  • Started on button hierarchy/tree view
  • Put together audio settings menu
  • Worked out how to apply content size fitting to the FUI panel hierarchy
    • Still need to integrate this into the prefab so it works with all panels
  • Added support to the FUI panel for auto resizing based on content size

Tuesday 5th

  • Fixed up some minor bits of broken UI due to the panel change
  • Binding audio settings UI to the actual audio settings
    • Loading from serialized settings into UI
    • Applying UI changes to audio system and saving them to file
  • Upgraded FUI project to Unity 6
  • Started experimenting with a "treeview" of buttons

Wednesday 6th

  • Continued with TreeView experiment
  • Improved test coverage for Myriad.ECS
    • Removed some APIs that I didn't really like when coming back to them a second time

Thursday 7th

  • Cleaning up TreeView prototype code, moving to permanent location
  • Added a method to Myriad.ECS to bulk delete entities which match a QueryDescription
  • Updated main project packages, fixed some minor Unity 6 issues in 3rd party packages
  • Started setting up the docking menu with tree view
  • Modified some event handler behaviours to targets arrays of things instead of just 1 thing, easier to work with than adding lots of duplicate behaviours
    • Fixing breakage caused by this in FUI project
    • Fixing it in main project
  • Investigated how to rebind input actions in the UI
  • Debugging issue with audio setting defaulting back to Mono
    • Appears to be an issue with Carousel initialisation, always reverting back to zero

Friday 8th

Saturday 9th

  • Playing around with internal ballistics prototype

Monday 11th

  • Added RenderingSettings.PropertyChanged callback
  • Added AudioSettings.PropertyChanged callback
  • Created a simple UI binding system
  • Used that binding system in the audio menu, much neater
  • Removed overrides (eg. render scale) from graphics menu for now, they're a pain to work with
  • Added screen mode (full screen exclusive, borderless, window)
  • Fixing some z-order issues with dropdown
    • Making the pop out options box ignore layout flow and draw over everything else
  • Creating a player build to test screen resolution settings (which don't apply in editor)
    • Fixed various minor issues blocking player build
  • Begun implementing input binding menu

Tuesday 12th

  • Adapting rebinding UI example to work with TextMeshPro
  • Modifying rebinding prefabs to work with FUI framework

Wednesday 13th

  • Work on rebinding UI (making it fit the FUI style)
  • Reworking input actions to have separate Yaw/Pitch/Roll actions, easier to understand when rebinding which axis means what

Thursday 14th

  • Improving FUI dropdown to fix some issue discovered while using it in the GFX settings menu
  • Tweaking layout of input bindings menu
  • Fixing scaling of canvas with resolution
  • Implemented resetting back to default for input bindings
  • Saving/loading input bindings
  • Fixing velocity indicator
    • Offset by half a canvas size

Friday 15th

  • Modified smoothing on velocity indicator to apply less smoothing when burning and more when not burning.
  • Changing velocity indicator when velocity is offscreen, and clamping to edge
  • Rotating velocity indicator to point towards true position when off screen
  • Experimented with moving lines (getting bigger and small) to indicate velocity
  • Discovered velocity indicator is broken in certain resolutions
    • Using in-world indicators instead of canvas based, sidestepping the whole issue

Monday 18th

  • Showing speed and range meters on HUD
  • Experimenting with various ways to style text in TextMeshPro
  • Working out how to best format the text with zero allocations
  • Debugging issues with TextMeshPro not setting text as I expect
  • Investigated issue with z-fighting, caused by depth priming
    • Probably related to camera near/far planes being very far apart
    • Worked around by disabling depth priming

Tuesday 19th

  • Setting up docking axis for station
  • Adding MET clock
    • Play/Pause
    • Fast Forward
    • Menu
    • Toggling icons when changing states
    • Blink elements to indicate state
    • Showing time based on sim time
  • Adding tooltips to some HUD elements
  • Started on victory system

Wednesday 20th

  • Removing GDTK from FUI project (it's been deprecated from asset store)
  • Building new tooltip system for FUI system (to replace GDTK one)
  • Found some music to use royalty free
  • Created a playlist in the menu which cycles through tracks
  • Tweaked audio settings menu range
  • Fixed bug in Myriad.ECS integration advancing time too fast (due to getting tick data twice in a frame)

Thursday 21st

  • Experimenting with Rayfire, for potential spacecraft destruction (e.g. solar panels on ISS in docking sim collisions)
  • Removing GDTK tools from main project
  • Replacing GDTK tooltip usage with my own FUI tooltip
  • Fixed some usability issues with FUI tooltip

Friday 22nd

  • Various tooltip tweaks
  • Experimented with victory monitoring system
  • Build docking axis system, generating stats (distance, speed, angle) for every docking pod with it's closest docking target
  • Discussed some potential UI improvements with Recatek
    • Make panel background transparent with UI blur
    • Remove diagonals (or make them more subtle, maybe also transparent)
    • Corner crosses are too dominant (remove them?)
    • Use more colour and iconography to combat how spartan the basic design is

Saturday 23rd

Sunday 24th

  • More chunk fragmentation prototyping.
    • Reverted it all. The expected speedup wasn't materialising and it was adding a lot of incidental complexity (and even some more work in some cases, which could slow it down)

Monday 25th

  • Testing UI blur on FUI in docking sim
  • Modified panels to disable blue effect if any parent gameobject in a panel, this prevents stacking of the effect which looks weird
  • Adding angle/rate to docking UI
  • Began working on HUD elements to show up after docking successfully
    • docking clamps locking in place one by one

Tuesday 26th

  • Animated docking clamp
  • Started creating system to align pod with axis once soft captured

Wednesday 27th

  • Tested purchased dragon capsule model in Unity
    • Bad geometry :(
  • Purchased another dragon model and added it to scene
  • Using dragon in pod prefab
  • Reworking docking ECS systems
    • Removing auto alignment
  • Installed Mirror in Ephemeris

Thursday 28th

  • Experimenting with Netcode for GameObjects in another project
    • Steam backends available here
    • Trying out menu -> lobby -> game flow
    • Testing multiplayer play mode
    • Implementing network connection approval
    • Basic chat system

Friday 29th

  • Basic pong game using NfGO and GameObjects
    • Spawning paddles and ball when loaded
    • Physics bounciness
  • Using tags to auto configure other players