250,200 Commits over 3,959 Days - 2.63cph!
Fix crash in SetFlexOverride
Hide vox preview model in inspector
Disable vox drop object for now
Give engine game resources a chance to load from other resource blocks so we can save binary data
Vox game resource
Vox compiler
Vox asset preview
Modernize vertex_color shader
Vox drop object as model renderer until a voxel renderer has been promoted to engine
Fix vox model bounds
Leaderboard backup, run #
13276
blood donation
recycle bin
clipboard
juicebox
run timer
final score panel
chocolate
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Dispose ByteStream properly
Read snapshot immediately - no need for this prop
Explicit ISnapshotWriter interface
Set Orphaned Mode on the Cue to Host
Do the same for other runtime spawned network objects
Introduce a few metal nodes to the worldgen
Fixed alignment for node_rock, it was spawning inside the world 90% of the time
Reduced duck detection height a lot
Redo bothy feature, spawn a prefab with a flattening area
Crafted items will try to go to the hotbar first, and then try to craft into the overflow container
Adjust imported drone vmdl, fixed drone size/orientation
Fixed text size in settings, worlds page
Validate against a null biome?
Fix somehow having multiple players for one connection
Disconnect from server when quitting to main menu
Shrink the world back down again, remote clients are choking hard, so let's do networking properly first before doing this, version++
Add basic Server List page to Main Menu
Backport some more gpu profiling for scenesystem
Spawn a camera in procgen so the player will acquire it on spawn, lets us see our desired post-processing in editor scene view
VoxelWorldState.CurrentVersion++
Up the world size as a test
Show outdated worlds with a red background
Make world save fetch/load more concise, TryLoadFromSelectedFile can fail if world is outdated
Leaderboard backup, run #
13252
Shadow maps were stripped out for testing, readded
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Optimized some texture settings.
Reload FX.
Moved port coords for reload FX.
Expose Screen Space Shadows as a parameter for Directional Light
SSR uses our generic ScreenSpaceTrace methods 🙏
Correct curve for static_overlay custom fog blending for fog HDR values above 1.0f
https://files.facepunch.com/sam/1b1611b1/pl0WF6eu5Q.png
Delete MyComponent.cs
Add basic settings menu with audio sliders that save/load
Fixed world save id being wrong when loading a world
Player position persistence
Hopefully fix HighlightSelectBlock NRE
Can now hold right click to place 3d rect of blocks