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Game Ideas
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 (41)
Loading Screen (2)
Settings (11)
New Game (2)
Find Servers (0)
Server (22)
CLI (0)
Console (5)
Vault (16)
Design & Art (2)
Game Feature (99)
Gameplay Change (7)
Scripting Feature (380)
Third Party Integration (23)
New Entity (12)
API Change (46)
WebUI (4)
Websites (6)
Store (2)
Landing Page (0)
Docs (3)
(Melee) Option to play the animation list in the order
Instead of having the animation list played randomly, play it in the order And a function to get the current anim path or index: melee:GetCurrentAnimation()
2
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planned
6
Add Client.OpenURL(url)
Client.OpenURL(url) Open an URL on the default browser of the Client
6
·
planned
14
Collision event
That would be great to have a new event for detecting when collision occurs between Actors. As discussed something like this: myEntity:Subscribe("Collision", function(ortherEntity, ...) end) You mentioned it might be problematic if its enabled by default on everything so we suggested the event should be opt-int with something like entity:EnableCollisionEvent()
1
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planned
16
SkeletalMesh class
https://github.com/nanos-world/issues/issues/541
1
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planned
18
[CharacterSimple] Add Set[/Get]MassScale
API Design: my_charactersimple:SetMassScale( sBoneName, fMassScale)
1
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planned
7
Provide a way to add custom Pontoons to objects
Add Pontoons/Buoyancy methods to objects to allow customizing how objects react to water
1
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planned
4
Add a function to disable the character's head that turns depending on the camera rotation
1
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planned
10
Allow Billboard to spawn on Server Side
1
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planned
7
Add `SetPhysicsDamping` to all base actor derived classes
Currently we have Prop:SetPhysicsDamping , but it would be cool if some other classes could inherit it as well from base actor
5
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planned
6
Add SetFallingMode function
Add a new function to force the character in a certain falling mode. We actually got a GetFallingMode function and a FallingModeChanged event, but nothing to change the "default" falling mode. E.g : I would like to force my character in falling mode "skydive" when he jumps out of a plane
1
·
planned
5
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