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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)
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Docs (3)
Add `Timer.Adjust`
Allow scripters to adjust the remaining time of a timer It would be more elegant to have it in the API, instead of deleting/re-creating the timer (it'll avoid having to pass the callback again too) API design: Timer.Adjust( iTimerID, iRemainingMs )
0
9
SetPreventTransmit
add API control to hide any character or entity for a certain player ,network blocking, disabling collisions and all logic automatically. My main motivation to get this feature is : Recreate my ESP based anticheat ( VigilantEYE ) that I created on garrys mod But there are other use cases : Bandwidth/Rendering cut: don’t send/render junk entities a client doesn’t need. Stealth/cloak mechanics: server-enforced invisibility. Scripted events: hide entities during cutscenes or triggers.
0
7
SkeletalMesh class
https://github.com/nanos-world/issues/issues/541
1
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planned
19
VSCode Official Extension
Official VSCode Extension to faster the scripting development.
5
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planned
33
[BaseActor] Add `SetHiddenInSceneCapture`
1
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planned
2
[CharacterSimple] Add `SetAnimationBlueprintPropertyValue`
This would avoid creating anim BP functions just to change one property
1
2
[Character/CharacterSimple] Serverside event when animation trigger by PlayAnimation ends
On the server we can play an animation with https://docs.nanos-world.com/docs/scripting-reference/classes/character-simple#function-playanimation However, there is no event telling us when this animation has ended. This would be great to have an event telling us when the animation has finished.
0
4
Add GetEntityMatrix and SetEntityMatrix
Exposing GetEntityMatrix and SetEntityMatrix would give developers much more control over entities. Instead of being limited to location, rotation, or scale separately, we could read and override the full transformation matrix.
0
1
Local player camera attachment support for entities
Add a way to attach client-side entities to the player's camera, keeping them fixed in screen space for things like HUD elements
6
6
[Blueprint] Convert asset references to soft object refs
For example, passing nanos-world::SM_Cube to :CallBlueprintEvent would convert it into an object soft reference
1
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planned
5
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