4,125 Commits over 1,127 Days - 0.15cph!
Added crude Editor Save Dialog and Editor Load Dialog
Increased default editor camera FOV
Have loading screen properly re-appear when it should do
Merge branch 'main' of sbox-corewars
Properly clean up worlds and chunks when destroyed. Properly send and refresh worlds when changed on clients.
Make E snap instead of Shift
Some changes to the bounds
Automatically switch to editor mode if loading facepunch.cw_editor_map
Added corewars_conna.voxels and vpk to test voxel world loader
Add a default biome for worlds loaded by Voxel World Loader
Added VoxelWorldLoader entity to Core Wars for Hammer
If a Voxel World Loader entity is present when loading the map, use it to try and load the voxel world by file name
Added VoxelWorld.SaveToFile and VoxelWorld.LoadFromFile
Adjust zoom out for Area Blocks and Duplicate Blocks tools
Revert to Copy mode and reset start position as the secondary attack for the Duplicate Blocks tool
Added MoveStartBlock method to EditorAreaGhost
Add GetAimVoxelPosition to EditorTool
Added MVP version of the Duplicate Blocks Tool
Added EditorCamera
Fixed bug with EditorAreaGhost when using MoveStartBlock
Set GlobalOpacity when using Area Blocks or Duplicate Blocks tool (not working in shader rn)
Update sbox-voxels submodule
Added VoxelWorld.GlobalOpacity
Added ability to SetState and create a copy of a BlockState
Add VertexBufferExtension with methods to add a cube with repeating texture / UV scale settings
Add a new place_block_color.png to more clearly define what a block is
Pass a scale into AddCube so that blocks are properly displayed for the editor ghost
Implement diminishing returns for workers constructing a building
Ensure that units are evicted from vehicles properly when they are destroyed
Fixed the Tesla Coil
Fixed the nuke ability and silo hatch animation
Restored glow functionality using new Glow component
Don't use a thread for now
Fixed line of sight calculation
Add OccupiableSettings.MinLightOfSightAdd and MaxLightOfSightAdd
Grunts move faster and are cheaper
Assault units now take 25s to build
Medics have a larger heal range and heal faster and for longer
Increased Heavy Health to 175
Increased attack and line of sight radius of Rocketman
Increased DPS of Pyro/Cyro and decreased construction cost
Decreased DPS of attack drones. Added medic heal ability to Bubble Drone
Increased DPS of Hellfire and decreased construction costs
Make it clearer what Apache and Buggy require
Increase DPS of Tank and Plasma Tank and health of Buggy, speed of Buggy and APC
Decreased Command Centre cost
Adjusted upgrade costs for command centre and decreased upgrade time
Vastly increased Watch Tower LOS
Increased effective range of the Radar Jammer
Added OccupantGrantsLineOfSight and have Watchtower and Pillbox use it
Increased SAM site range and LOS
Updated description of Basic Ballistics to emphasize that it affects ANY projectile type
Added Requires Occupant label for the Buggy and Apache
Units with an occupant will display that occupant on the hud like buildings do (and will do so for other players too)
Added BaseBuilding.MaxConstructed and set MaxConstructed for Pub to be 15 (90 population)
Scale the stock of all resource types by 1.5x (too much?)
Doubled the time it takes for a worker to gather resources
Update sbox-voxels submodule
Ensure affected neighbours have a full update queued when updating lighting
Update sbox-voxels submodule
Fixed not being able to change blocks if they aren't air. Use GameTask.Yield.
Added GameTask.Yield
Merge branch 'master' of github.com:Facepunch/sbox
Update sbox-voxels submodule and use GetPositionsInBox
Rename to GetPositionsInBox
Update to use GetAimVoxelPosition
Added EditorAreaGhost render entity
Update sbox-voxels submodule
Added initial version of AreaBlocksTool
Added VoxelWorld.GetBlocksInBox
Potential progress?
Have the lightmap queue a full update when it becomes dirty
Update mesh immediately when ready and perform initial torch/sunlight update in thread
Stash
A little better maybe but still screwed. May need a general re-think.
Screw it, just do it all in another thread... slight visual glitch with this though when updating mesh in a thread (to investigate)
Merge pull request #1 from Facepunch/light-fixes
Light fixes
Screw it, just do it all in another thread... slight visual glitch with this though when updating mesh in a thread (to investigate)
A little better maybe but still screwed. May need a general re-think.
Update sbox-voxels submodule
Have the lightmap queue a full update when it becomes dirty
Update mesh immediately when ready and perform initial torch/sunlight update in thread
Update sbox-voxels submodule
Added LiquidState. Have each queued tick have its own delay. Add queued ticks to a list(?) then process ready ones into a queue. Sort of kind of maybe somewhat happy with liquid for now.