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Menus & UI (48)
Loading Screen (3)
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 (410)
Third Party Integration (25)
New Entity (15)
API Change (47)
WebUI (4)
Websites (6)
Store (2)
Landing Page (0)
Docs (3)
[WebUI] "VisibilityChange" event
It would be great to listen to visibility changes on WebUI objects design: ```lua my_webui:Subscribe("VisibilityChange", function(self, iOld, iNew) end) ```
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2
Add chat channel system for in-game chat
This would be really useful for game-modes with different chat channels (like admin-only etc.) API Design: Player:SetChatChannel(channel) local ret = Player:GetChatChannel() Player[/Chat]:Subscribe("ChannelChange") Chat.BroadcastMessage(message, channel?)
2
4
`Input.Bind` block dispatch in callback return
Allow to block the dispatch to other binds using the same key/mouse button by returning false in the event's callback, kinda like the "KeyDown" event works on this same class
0
1
[BasePawn] Move `Character:Set[/Get]FlyingMode` to BasePawn
0
2
`+connect` launch option support
Add a launch option to directly join a server after starting the client ("+connect" for instance?)
0
2
[BasePawn] Add Pickable support to Base Pawn
This would allow native melee/weapon/grenade classes to be used with CharacterSimple instead of relying on custom solutions Adding generic functions like BasePawn:IsAiming and events would help set up animations
0
2
[Server/Client static classes] add `.GetLogLevel` function
Returns client or server log level, would be usefull to mark scripting prints as normal/debug/verbose based on the native configuration It would be easier to avoid polluting the console when not needed. Of course, it's possible to do without it, but I have the feeling that this would duplicate something that already exists, but which is not yet exploited by scripting.
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1
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
[BasePawn] move `char_simple:SetSpeedSettings` to BasePawn class
It would be great for people using the Character class to be able to control the walk/run/crouch speed of their pawns
0
1
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