11 Commits

Author SHA1 Message Date
Mathew 78bfdf2828 Merge remote-tracking branch 'origin/feat/inport-props' into feat/craft-discovery
# Conflicts:
#	Assets/External/Animated PBR Chest Demo/Materials/WoodChest.mat
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for BiRP.unitypackage.meta
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for HDRP.unitypackage.meta
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for URP.unitypackage.meta
2026-07-25 19:42:26 +02:00
Mathew 0052b0d98e (Feat) Add Build 2026-07-22 12:56:13 +02:00
Mathew 3657b870d8 (Feat) Add build cost 2026-07-14 14:25:02 +02:00
Mathew c9e923975d Merge branch 'feat/building' into feat/craft-discovery 2026-07-09 21:38:31 +02:00
Mathew f5de33eac2 (Feat) Add Remove Building 2026-07-09 21:38:14 +02:00
Mathew faa061cced (Feat) add crafting discovery + notification + inventory tool tips 2026-07-09 17:44:52 +02:00
Mathew c6830fa7a4 Merge remote-tracking branch 'origin/feat/inport-props' into develop 2026-07-09 16:13:28 +02:00
Mathew e8b1569dd7 (Feat) Add Chest 2026-07-09 16:12:40 +02:00
Mathew 24b15d23a3 (Feat) Add build 2026-07-08 18:43:19 +02:00
Mathew ebb7ff5713 (Feat) Bed Systeme 2026-07-08 18:08:34 +02:00
Mathew 78fd2d534a (Update) Dev Scene 2026-07-08 16:20:49 +02:00
1608 changed files with 1023917 additions and 28881 deletions
+21 -7
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@@ -171,14 +171,28 @@ World objects (pickables, harvestables) are **not** NetworkObjects. They use the
owns a synced set of inactive ids + server-side authority (health, loot, drops) via RPC. owns a synced set of inactive ids + server-side authority (health, loot, drops) via RPC.
Add new harvestable/pickable-like world state here, not as per-object NetworkObjects. Add new harvestable/pickable-like world state here, not as per-object NetworkObjects.
`ItemData` cannot cross the wire — map items to ids through `ItemDatabase` `ItemData` cannot cross the wire — map items to ids through `ItemDatabase`
(**Tools ▸ Ashwild ▸ Rebuild Item Database** after adding items). `BuildRegistry` + (**Tools ▸ Ashwild ▸ Rebuild Item Database** after adding items).
`BuildableDatabase` mirror this for placed structures (which also accumulate to high counts).
This "no NetworkObjects" rule targets **high-count** world state (thousands of scatter objects, **Placed structures are the deliberate exception — they ARE NetworkObjects.** `BuildRegistry` spawns
hundreds of builds) — making those NetworkObjects would flood the network. It is **not** absolute: every committed build server-side (`ServerManager.Spawn`) and each one carries its own state on its
a **transient, low-count** object that moves and needs smooth replication — the build ghost, one own `BuiltStructure`. This used to be a data registry (a `SyncList` of pose records each client
per player — is the case where a real **NetworkObject + client-authoritative NetworkTransform** instantiated locally), and it was changed on purpose: the records never saved the GameObjects — those
is the better tool, and `BuildRegistry` spawns it as such. Pick by count and lifetime, not dogma. were instantiated locally anyway, so memory, colliders and draw calls were identical — they only saved
FishNet's per-object bookkeeping, and they forced a **second, incompatible mechanism** for any build
with real state (chests, cooking stations). One mechanism for walls, chests and campfires alike is
worth the bookkeeping at co-op base scale. Buildables still cross the wire as ids through
`BuildableDatabase`.
This "no NetworkObjects" rule targets genuinely **high-count, stateless** world state — the thousands
of scatter objects — where a per-object NetworkObject buys nothing. It is **not** a blanket ban, and
two cases deliberately go the other way:
- **Placed structures** (hundreds, and many of them stateful) — server-spawned NetworkObjects, see above.
- **The build ghost** (transient, one per player, moves every frame) — a NetworkObject with a
client-authoritative NetworkTransform, spawned by `BuildRegistry`.
Pick by **state and count together**, not by count alone: the moment an object needs its own
replicated state, a data registry means hand-rolling what FishNet already does per object.
### Shared interactables (cooking stations, future chests/benches) ### Shared interactables (cooking stations, future chests/benches)
-2
View File
@@ -2,8 +2,6 @@
[Ll]ibrary/ [Ll]ibrary/
[Tt]emp/ [Tt]emp/
[Oo]bj/ [Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/ [Ll]ogs/
[Uu]ser[Ss]ettings/ [Uu]ser[Ss]ettings/
[Mm]emoryCaptures/ [Mm]emoryCaptures/
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using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
[InitializeOnLoad]
public class WelcomeWindow : EditorWindow
{
private const string CozyWelcomeWindowKey = "COZY3_WelcomeWindowShown";
VisualElement root;
VisualElement ModuleGrid => root.Q<VisualElement>("module-grid");
// Static constructor to run on editor load
static WelcomeWindow()
{
// Only show if not already shown
if (!EditorPrefs.GetBool(CozyWelcomeWindowKey, false))
{
// Delay call to ensure Unity is ready
EditorApplication.update += ShowOnFirstImport;
}
}
private static void ShowOnFirstImport()
{
EditorApplication.update -= ShowOnFirstImport;
ShowExample();
EditorPrefs.SetBool(CozyWelcomeWindowKey, true);
}
[SerializeField]
private VisualTreeAsset m_VisualTreeAsset = default;
[MenuItem("Tools/Cozy: Stylized Weather 3/Welcome to COZY Pro")]
public static void ShowExample()
{
WelcomeWindow wnd = GetWindow<WelcomeWindow>();
wnd.titleContent = new GUIContent("Welcome to COZY Pro");
wnd.Show();
}
public void CreateGUI()
{
root = rootVisualElement;
m_VisualTreeAsset.CloneTree(root);
ModuleGrid.Add(ModuleRow("COZY Core", "Get started in seconds with the base COZY package. Required for all other modules.", "https://assetstore.unity.com/packages/tools/utilities/cozy-stylized-weather-3-271742?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.core"));
ModuleGrid.Add(ModuleRow("Plume", "Add billowing volumetric clouds to your scene.", "https://assetstore.unity.com/packages/tools/particles-effects/cozy-plume-volumetric-clouds-module-243905?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.plume"));
ModuleGrid.Add(ModuleRow("Blocks", "Add additional control options for atmospheres.", "https://assetstore.unity.com/packages/tools/utilities/cozy-blocks-preset-based-atmosphere-module-238051?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.blocks"));
ModuleGrid.Add(ModuleRow("Habits", "Extend calendar and event control with a visual calendar.", "https://assetstore.unity.com/packages/tools/utilities/cozy-habits-extended-calendar-module-259983?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.habits"));
ModuleGrid.Add(ModuleRow("ReSound", "Control a dynamic soundtrack engine.", "https://assetstore.unity.com/packages/tools/audio/cozy-resound-adaptive-soundtrack-module-278334?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.resound"));
ModuleGrid.Add(ModuleRow("Eclipse", "Add dynamic solar eclipses to your world.", "https://assetstore.unity.com/packages/vfx/shaders/cozy-eclipse-sun-occlusion-module-277785?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.eclipse"));
ModuleGrid.Add(ModuleRow("Horizon", "Textural skybox layers that dynamically adjust to your atmosphere.", "https://assetstore.unity.com/packages/vfx/shaders/cozy-horizon-sky-layers-module-307494?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.horizon"));
ModuleGrid.Add(ModuleRow("Link", "Control COZY across multiplayer instances.", "https://assetstore.unity.com/packages/tools/network/cozy-link-multiplayer-module-238669?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.link"));
}
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icon.AddToClassList("icon");
icon.style.backgroundImage = Resources.Load(extensionTitle) as Texture2D;
row.Add(icon);
VisualElement content = new VisualElement();
row.Add(content);
Label title = new Label(extensionTitle);
title.name = "title";
content.Add(title);
Label desc = new Label(description);
desc.name = "desc";
content.Add(desc);
VisualElement buttonRow = new VisualElement();
buttonRow.name = "btn-row";
content.Add(buttonRow);
Button UAS = new Button(() => Application.OpenURL(downloadURL));
UAS.text = "Download";
UAS.AddToClassList("btn");
UAS.AddToClassList("primary");
buttonRow.Add(UAS);
Button GitHub = new Button(() => Application.OpenURL(githubURL));
GitHub.text = "GitHub";
GitHub.AddToClassList("btn");
buttonRow.Add(GitHub);
return row;
}
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# COZY Pro
Thank you for purchasing the COZY Pro bundle! To download the individual assets, please go to the Unity Asset Store pages of each package. For easy access to each package, open the COZY Pro splash screen in Tools/Cozy: Stylized Weather 3/Welcome to COZY Pro
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assetPath: Assets/NV3D/Shatter Stone/Shared/SFX/Shatter/Shatter_2.wav assetPath: Assets/External/NV3D/Shatter Stone/Shared/SFX/Shatter/Shatter_2.wav
uploadId: 765288 uploadId: 886884
@@ -25,6 +25,6 @@ AssetOrigin:
serializedVersion: 1 serializedVersion: 1
productId: 291300 productId: 291300
packageName: 'Shatter Stone: Stylized Gemstones' packageName: 'Shatter Stone: Stylized Gemstones'
packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Shared/SFX/Shatter/Shatter_3.wav assetPath: Assets/External/NV3D/Shatter Stone/Shared/SFX/Shatter/Shatter_3.wav
uploadId: 765288 uploadId: 886884
@@ -3,7 +3,7 @@
using UnityEngine; using UnityEngine;
#if ENABLE_INPUT_SYSTEM && UNITY_INPUT_SYSTEM_EXISTS #if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
#endif #endif
@@ -24,7 +24,7 @@ namespace ShatterStone
bool inputPressed = false; bool inputPressed = false;
Vector2 pointerPos = default; Vector2 pointerPos = default;
#if ENABLE_INPUT_SYSTEM && UNITY_INPUT_SYSTEM_EXISTS #if ENABLE_INPUT_SYSTEM
if (Mouse.current != null && Mouse.current.leftButton.wasPressedThisFrame) if (Mouse.current != null && Mouse.current.leftButton.wasPressedThisFrame)
{ {
inputPressed = true; inputPressed = true;
@@ -4,6 +4,6 @@ AssetOrigin:
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packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Shared/Scripts/DemoClickInteraction.cs assetPath: Assets/External/NV3D/Shatter Stone/Shared/Scripts/DemoClickInteraction.cs
uploadId: 765288 uploadId: 886884
@@ -4,6 +4,6 @@ AssetOrigin:
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assetPath: Assets/NV3D/Shatter Stone/Shared/Scripts/MiningNodeAudio.cs assetPath: Assets/External/NV3D/Shatter Stone/Shared/Scripts/MiningNodeAudio.cs
uploadId: 765288 uploadId: 886884
@@ -4,6 +4,6 @@ AssetOrigin:
serializedVersion: 1 serializedVersion: 1
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packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Shared/Scripts/OreNode.cs assetPath: Assets/External/NV3D/Shatter Stone/Shared/Scripts/OreNode.cs
uploadId: 765288 uploadId: 886884
@@ -4,6 +4,6 @@ AssetOrigin:
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packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Shared/Scripts/PickaxeTrigger.cs assetPath: Assets/External/NV3D/Shatter Stone/Shared/Scripts/PickaxeTrigger.cs
uploadId: 765288 uploadId: 886884
@@ -4,6 +4,6 @@ AssetOrigin:
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packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Shared/Scripts/PickupController.cs assetPath: Assets/External/NV3D/Shatter Stone/Shared/Scripts/PickupController.cs
uploadId: 765288 uploadId: 886884
@@ -4,6 +4,6 @@ AssetOrigin:
serializedVersion: 1 serializedVersion: 1
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packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Shared/Scripts/ShatterCleanUp.cs assetPath: Assets/External/NV3D/Shatter Stone/Shared/Scripts/ShatterCleanUp.cs
uploadId: 765288 uploadId: 886884
@@ -119,6 +119,6 @@ AssetOrigin:
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assetPath: Assets/NV3D/Shatter Stone/Shared/Textures/T_Debris1.png assetPath: Assets/External/NV3D/Shatter Stone/Shared/Textures/T_Debris1.png
uploadId: 765288 uploadId: 886884
@@ -119,6 +119,6 @@ AssetOrigin:
serializedVersion: 1 serializedVersion: 1
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packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Shared/Textures/T_DustCloud.png assetPath: Assets/External/NV3D/Shatter Stone/Shared/Textures/T_DustCloud.png
uploadId: 765288 uploadId: 886884
@@ -119,6 +119,6 @@ AssetOrigin:
serializedVersion: 1 serializedVersion: 1
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packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Shared/Textures/T_GlowStrip.png assetPath: Assets/External/NV3D/Shatter Stone/Shared/Textures/T_GlowStrip.png
uploadId: 765288 uploadId: 886884
@@ -119,6 +119,6 @@ AssetOrigin:
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packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Shared/Textures/T_Ring.png assetPath: Assets/External/NV3D/Shatter Stone/Shared/Textures/T_Ring.png
uploadId: 765288 uploadId: 886884
@@ -119,6 +119,6 @@ AssetOrigin:
serializedVersion: 1 serializedVersion: 1
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packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Shared/Textures/T_Sparkle.png assetPath: Assets/External/NV3D/Shatter Stone/Shared/Textures/T_Sparkle.png
uploadId: 765288 uploadId: 886884
@@ -119,6 +119,6 @@ AssetOrigin:
serializedVersion: 1 serializedVersion: 1
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packageName: 'Shatter Stone: Stylized Gemstones' packageName: 'Shatter Stone: Stylized Gemstones'
packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Shared/Textures/T_Sparkle_2.png assetPath: Assets/External/NV3D/Shatter Stone/Shared/Textures/T_Sparkle_2.png
uploadId: 765288 uploadId: 886884
@@ -119,6 +119,6 @@ AssetOrigin:
serializedVersion: 1 serializedVersion: 1
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packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Shared/Textures/T_Trail.png assetPath: Assets/External/NV3D/Shatter Stone/Shared/Textures/T_Trail.png
uploadId: 765288 uploadId: 886884
@@ -9,6 +9,6 @@ AssetOrigin:
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packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Stylized Gemstones/Demo/Demo.unity assetPath: Assets/External/NV3D/Shatter Stone/Stylized Gemstones/Demo/Demo.unity
uploadId: 765288 uploadId: 886884
@@ -10,6 +10,6 @@ AssetOrigin:
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packageVersion: 1.2 packageVersion: 3.0.0
assetPath: Assets/NV3D/Shatter Stone/Stylized Gemstones/Demo/Floor.mat assetPath: Assets/External/NV3D/Shatter Stone/Stylized Gemstones/Demo/Floor.mat
uploadId: 765288 uploadId: 886884

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