4,119 Commits over 1,127 Days - 0.15cph!
Add INameplate interface for entities to implement
Add Nameplate / Nameplate.scss
Implement INameplate for Player, ItemStoreNPC and TeamUpgradesNPC
Prevent various actions when a player is dead (or observing / spectating)
Hide Hotbar and Vitals when a player is dead or spectating
Call an RPC on respawn to set a flag that view angles should be reset to zero in the next BuildInput
Reset MoveController on Respawn
Remove IsInBounds check from MoveController
Update sbox-voxels
When a player is below the world have them take 1000 fall damage
Add Viewer.IsBelowWorld and change Viewer.IsInMapBounds to Viewer.IsInWorld
Remove barage explosion and hit sound for Crossbow
Use Touch instead of StartTouch
Update sbox-voxels
Add volume tag to volume entities
When holding shift traces will ignore volumes in the map editor
Add Mins and Maxs to IVolumeEntity
Fix styling error by adding &:last-child to InventorySlot rather than parent
When holding shift and using the Duplicate Blocks tool, entities will also be copy and pasted
Pass copyEntities parameter to initialize
Update corewars_conna test map to include 4 different bases, a bunch of gold generator islands and a center crystal generator island
Fixed various block state issues
Add test take_damage command
Don't add margin to the last item in the Hotbar
Add Stamina and IsOutOfBreath to Player and update accordingly in Simulate
Update player stamina in MoveController and check if a player is out of breath before running or jumping
Check and update stamina when using melee weapons
Add Vitals display to bottom of Hud to show Health and Stamina
Added ToastList and Toast methods to Hud
Add kill feed items when a player dies
Have Gold and Crystal spawn slower
Added resource counts to ItemStore and UpgradeStore
Fix hold type on Blowtorch
Teleport players properly and run checks for portal grenade
Remove ItemEntity on Reset
Reset before game starts
Don't generate items in generators if not in a game
Add blowtorch particle effects
IsServer check in GameState.OnEnter
Add Team.GetPlayers
Blowtorch uses Rust SMG model for now
Move CanHearPlayersVoice to state and add valid team methods
Add or remove valid team for TeamCore when it's reset or killed accordingly
Remove portal grenades on death
Better spawnpoint selection for players (choose any assigned to Team.None if no team spawnpoint is available)
Use Team.None spawnpoints if the game state is lobby
Do most simulation only if current state is GameState
Only assign teams in GameState keep as teamless during the lobby
Hide Hotbar UI if not GameState
Merge branch 'main' of sbox-corewars
Added Blowtorch to shop, item, and texture to quickly melt through plastic blocks (use crowbar model for now)
Add InventoryItem.CanBeDropped and let players drop items in their Hotbar
Have damage done to voxels multiplied by Tier in Axe / Pickaxe
Only tick on server for checking whether to reset health
Initialize health in BlockState.OnCreated
Update voxels
Update voxels + shader
Merge branch 'main' of sbox-corewars
Change Set/GetHealth to Set/GetBlockDamage and update in BlockState
Remove log and update texture 3d test (probably wrong)
Update sbox-voxels
Set BuildingBlockState health to 100 on creation
Add building block material types and damage multipliers for each block type
Remove secondary attack destroys block logic
Add BlockDamageWeapon with logic to destroy blocks over time (set last damage time so states can reset health after time if not attacked)
Have Axe and Pickaxe extend BlockDamageWeapon
Update sbox-voxels submodule and only set BuildingBlockState to dirty if Health is less than 100
Add ChunkLightMap.SetHealth / GetHealth and have a seperate PendingData and Data for volume texture updates
Add BlockState.OnCreated and BlockState.OnRemoved and update volume texture for health accordingly
Add BlockState.ShouldTick and BlockState.TickRate let states decide if they do anything
Just only send the dirty ones that have a valid state still
Remove dirty block state update if a block is removed
Try using BinaryHelper to ensure state updates don't fail if a current block doesn't support that state
Add WeaponItem / Item to Weapon class so that weapon tiers can be accesseds
Added Pickaxe and Axe stubs and start working on block destruction
Portal Grenade prediction tweak
Crossbow / Crowbar clean up
Added base Crossbow projectile weapon (use temp effects)
Added stub Portal Grenade and fixed some prediction issues
Added stub Crowbar weapon using model from DM98 for now
Refactor BaseGenerator and respect team upgrades for TeamGenerator. Respect team upgrades for Armor and Damage when taking / dealing damage
Update ItemStore and UpgradeStore properly after a hotload