248,620 Commits over 3,928 Days - 2.64cph!
Reinstate lootpanel.cooking to the LootPanels scene
Merge from workcart_decal_fix
Wrap the detail texture across the world, not across the chunk https://files.facepunch.com/layla/1b1511b1/sbox-dev_LfA429ld3K.png
Merge from tutorial_button_resize
Clean up Mob Gibs, add support to Drone mob
Added [KeyProperty] Name to Palette entries
World gen can spawn objects
Add BiomeSampler to scene
Let's have the voxel world at z=0
Added contact damage to Drone. Spawners can now choose from multiple mobs to spawn
Merge from main -> full_server_demo_client_reader
Merge from monument_scenes -> main
- enable with `monument_scenes` convar (default: false)
Fix Respawn button broadcasting for everyone
Make default temperature for a Biome asset be 0.5 instead of 0
Improved hotspot node y choices on wood piles
Reset block types in the example Biome asset files
Added simple Biome system. Completely inactive right now - but can add a BiomeSampler component and add which Biome asset types you want in the generation. Can easily get which Biome you're in from X, Z voxel coordinates. The sampling code is basic right now, determines biome based on a temperature noise map and each Biome asset determines their temperature. Right now Biome assets can only determine the block types that are used in generation.
Added death and basic "spectating" hud telling you when you can respawn
Pouch/Satchel rig/burst cloth setup
Remove all [MapGeneration] component since it's unused
- in future we are going to remove components from map gen scene in a different way
merge from main -> monument_scenes
merge from fix_cached_browser_query_parallel -> main
Switch cached browser queries to run in sequence instead of by parallel
- add `cached_browser_parallel` convar (default: false) to modify this behavior
- randomly scramble the order of the queries
Make mob gibs a bit more satisfying
Fix voxel particle material detection
Much cleaner behaviour on outside points
bring the color ramp down
Move Camera into it's own prefab. Smooth Camera Z
Use a spawner for the spider boss
WIP
World gen parameters
Update libstates
add rolling fog & metal impact vfx
remove temporary mesh assets
Belt pelt constraints setup
Added mantle/head back into prefab
Muzzle flash on projectile weapons
Woodpiles ~
Node hotspot keeps spawning in the tight parts of the mesh - add an optional parameter to force it to spawn more towards the outside of the mesh
More changes to effects and sounds
Mobs break apart and explode into cubes on death
Voxel Particles are the material/colour of the thing they hit
Bone retarget on belt pelt bones