userConnacancel

4,154 Commits over 1,157 Days - 0.15cph!

2 Years Ago
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
2 Years Ago
Don't use a thread for now
2 Years Ago
Fixed line of sight calculation
2 Years Ago
Add OccupiableSettings.MinLightOfSightAdd and MaxLightOfSightAdd
2 Years Ago
Use override
2 Years Ago
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
2 Years Ago
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)
2 Years Ago
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
2 Years Ago
Update sbox-voxels submodule
2 Years Ago
Ensure affected neighbours have a full update queued when updating lighting
2 Years Ago
Update sbox-voxels submodule
2 Years Ago
Fixed not being able to change blocks if they aren't air. Use GameTask.Yield.
2 Years Ago
Added GameTask.Yield Merge branch 'master' of github.com:Facepunch/sbox
2 Years Ago
Update sbox-voxels submodule and use GetPositionsInBox
2 Years Ago
Rename to GetPositionsInBox
2 Years Ago
Update to use GetAimVoxelPosition
2 Years Ago
Added EditorAreaGhost render entity Update sbox-voxels submodule Added initial version of AreaBlocksTool
2 Years Ago
Added VoxelWorld.GetBlocksInBox
2 Years Ago
Update voxels submodule
2 Years Ago
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
2 Years Ago
Screw it, just do it all in another thread... slight visual glitch with this though when updating mesh in a thread (to investigate)
2 Years Ago
A little better maybe but still screwed. May need a general re-think.
2 Years Ago
Stash
2 Years Ago
Update sbox-voxels submodule
2 Years Ago
Have the lightmap queue a full update when it becomes dirty Update mesh immediately when ready and perform initial torch/sunlight update in thread
2 Years Ago
Potential progress?
2 Years Ago
Simplification test
2 Years Ago
Update sbox-voxels submodule
2 Years Ago
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.
2 Years Ago
Update block data -> block state and update liquid block usage
2 Years Ago
Rename Block Data to Block State Added LiquidBlock Refactor and add queued ticks system
2 Years Ago
Adjust starting time of day and sunlight
2 Years Ago
Update sbox-voxels submodule
2 Years Ago
Adjust time of day speed
2 Years Ago
Increase radius of colored torches and add white torch Place white torch with E (test) Update sbox-voxels submodule Update voxels shader to support GlobalBrightness and GlobalOpacity. Change sunlight brightness of faces depending on normal
2 Years Ago
Added DayCycleController and DayCycleGradient to control time of day in a voxel world Update GlobalBrightness in voxel shader based on day cycle brightness Add VoxelWorld.DayCycle accessor and setup day cycle controller with sensible defaults
2 Years Ago
Water flow experiment but it's slow and sucks, stash it
2 Years Ago
Added some test commands and updated water texture for testing
2 Years Ago
Give water a little texture and have it attentuate sunlight
2 Years Ago
Update submodule and vmat
2 Years Ago
Use correct material when creating render layer
2 Years Ago
Actually use the water texture
2 Years Ago
Set WaterBlock.UseTransparency to true. Added voxel_translucent.vmat. Update sbox-voxels submodule.
2 Years Ago
Added ChunkRenderLayer. Added BlockType.UseTransparency. Added Translucent, AlphaTest and Opaque render layers for chunks.
2 Years Ago
Typo
2 Years Ago
EditorToolSelector -> SimpleRadialMenu Added Save World and Load World options to the radial menu (only Save works right now)
2 Years Ago
Use FinalLayoutChildren and remove backdrop blur for now (I think it broke)
2 Years Ago
Scale the radial menu items nicely as the virtual mouse approaches them
2 Years Ago
Added stubs for AreaBlockTool and DuplicateBlocksTool and EditBlockDataTool Added icon for place block tool and other tools Added EditorPlayer.ChangeToolTo Implemented first version of the radial menu for editor tools
2 Years Ago
Clear Attack1 and Attack2 from input if tab is being held down