4,154 Commits over 1,157 Days - 0.15cph!
Added UpdateHotbarSlotKeys
Update them to make sense...
Add EditorToolLibraryAttribute
Start working on Editor Tool radial menu
Spawn editor players in the very center of the world bounds
Use Input.Down( InputButton.Duck ) and Input.Pressed( InputButton.Back ) as a hotkey for saving the editor map
Basic Editor Hud / Editor Block Hotbar
Editor Hotbar Classes
Place Block Tool / Tool System
Fixed load error due to type name wrong
Fix loading client data for hotbar blocks if not set
Fixed loading of cw_hotbarblocks data (can't deserialize to byte[])
Fix errors when EditorHotbar is ticking before the voxel world has loaded
LoadingScreen from RootPanel to Panel
Add [Net] IsEditorMode to game and use that client-side
Fill editor hotbar blocks with random blocks if they aren't set
Fix icon for editor block slots
Add z-index to LoadingScreen
Update sbox-voxels submodule
Updated vpcf_c and update sbox-voxels submodule
Changed Map -> VoxelWorld
Update Map / VoxelWorld and Map properties to World properties
Fixed all Texture.Load calls to pass in FileSystem.Mounted
Updated RTS for Pain Day 2 (commented out glow stuff until there is an alternative)
Pain Day 2 (except ZBufferMode / comment out for now)
Added initial version of map saving and loading for the editor.
Only create 3D textures client-side. Added Chunk.HasOnlyAirBlocks. Don't network all block data for chunks that are all air.
Added max size networking
Removed planes from Core Wars map. Added EditorBounds. Added EditorChunkGenerator. Added EditorBlockGhost. Show a block ghost where the player is aiming. Prevent collisions in FlyController if is in editor mode.
SetVoxelMaterial + update sbox-voxels
Added Map.SetVoxelMaterial
Added example shader to sbox-voxels
Add submodule support for sbox-voxels
Fixed being stuck when flying out of map bounds. Fixed chunk unload render distance.
Re-organized blocks into folders and use smart folders for TPS files
Added ChunkViewer.IsCurrentChunkReady and use that to determine if a player can move.
Prioritize chunks to full update if they have a player in them
Some refactoring. Break out of any UpdateFaceVertices loops if the current game is no longer valid.
Added BlockType.ShouldCullFace. Water blocks cull faces if they have an adjacent water block.
Added BlockType.IsLiquid. Added swimming support.
Automatically destroy / create weapons when a weapon item is given or taken from the hotbar inventory
Increase the projectile life time for the test explosive weapon
Add custom FlyController that uses MoveHelper. Have suitable spawn positions use the center of the voxel.
Copied over some placeholder models and effects from Hover. Copied over weapon base from Hover. Implemented AmmoItem type. Implemented WeaponItem type.
Update to use Entity.FindInBox. Update to use SceneObject.Attributes. Update to use Global.PhysicsWorld.WorldBody (doesn't exist yet.)
Ensure that at least one spawnpoint will be available. Initialize startup chunks on map load.
Fixed lightmap with tall chunks. Add concurrent queue for full initial updates and then populate an internal list to the task. Ensure full update not done. Fixed a stupid error that causes chunks to initial update hundreds of times.
Added Map.SetChunkSize. Can now have custom sized chunks. Removed all static references to Chunk.VoxelSize and Chunk.ChunkSize. Various optimizations. Added Map.SetChunkRenderDistance and Map.SetChunkUnloadDistance. Added Map.SetMinimumLoadedChunks. Now update light map on both client and server, but only perform the initial update on server and send it to clients with a chunk's initial data.
Try having resourcepaths like this