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Please add as much as context, details and use cases as possible!
This is important so we can prioritize it correctly and make the best design decisions based on your real needs!
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Menus & UI (49)
Loading Screen (4)
Settings (12)
New Game (6)
Find Servers (0)
Server (22)
CLI (0)
Console (5)
Vault (16)
Design & Art (2)
Game Feature (115)
Gameplay Change (7)
Scripting Feature (413)
Third Party Integration (25)
New Entity (15)
API Change (47)
WebUI (4)
Websites (6)
Store (2)
Landing Page (0)
Docs (3)
`+connect` launch option support
Add a launch option to directly join a server after starting the client ("+connect" for instance?)
0
3
Disable auto join after Loading Screen
From issue: https://github.com/nanos-world/issues/issues/207
0
2
Make CharacterSimple to react to collisions
From https://github.com/nanos-world/issues/issues/889
0
2
Persist PlayAnimation with loop_indefinitely (when Player connects after it was called)
From https://github.com/nanos-world/issues/issues/987
0
1
Automatic culling far entities
For performance reasons, do not load or calculate far entities
2
·
planned
10
Option to make the character not orient his rotation according to the movement
API Design: character:SetOrientRotationToMovement(bOrient) A good example is the aim state: https://streamable.com/x2r2e5
3
·
planned
8
Add Breathing System for Characters
So they drown under water
3
·
planned
9
Add slot in skeletal mesh tag (CharacterSimple)
Adding the slot we define in the SkeletalMesh components tag would help a lot working with child skeletal mesh in blueprint/animbp
0
3
Enable RigLogic plugin
Enable RigLogic (3Lateral) plugin to work with facial animations
0
2
Switch for CharacterSimple to use ActorRotation instead of ControlRotation for movement
Would be great to have an option to switch between ControlRotation and ActorRotation (or maybe a custom rotation we provide in tick) for movement. For example to let us have a free look mode, while still moving forward or for different type of character.
0
1
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