userConnacancel

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

2 Years Ago
Added UpdateHotbarSlotKeys Update them to make sense... Add EditorToolLibraryAttribute Start working on Editor Tool radial menu
2 Years Ago
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
2 Years Ago
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
2 Years Ago
Add BlockType.BlockId
2 Years Ago
Fix text
2 Years Ago
Updated vpcf_c and update sbox-voxels submodule
2 Years Ago
Changed Map -> VoxelWorld Update Map / VoxelWorld and Map properties to World properties
2 Years Ago
Fixed all Texture.Load calls to pass in FileSystem.Mounted
2 Years Ago
Updated for Pain Day 2
2 Years Ago
Updated RTS for Pain Day 2 (commented out glow stuff until there is an alternative)
2 Years Ago
Fix missing textures
2 Years Ago
Pain Day 2 (except ZBufferMode / comment out for now)
2 Years Ago
Painn Day 2
2 Years Ago
Added initial version of map saving and loading for the editor.
2 Years Ago
Only create 3D textures client-side. Added Chunk.HasOnlyAirBlocks. Don't network all block data for chunks that are all air.
2 Years Ago
Update sbox-voxels
2 Years Ago
Added max size networking
2 Years Ago
Updated materials
2 Years Ago
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.
2 Years Ago
SetVoxelMaterial + update sbox-voxels
2 Years Ago
Added Map.SetVoxelMaterial
2 Years Ago
Added Game.IsEditorMode
2 Years Ago
Updated to fix shader
2 Years Ago
Added example shader to sbox-voxels
2 Years Ago
Initial commit
2 Years Ago
Fixed namespaces
2 Years Ago
Add submodule support for sbox-voxels
2 Years Ago
Initial commit
2 Years Ago
Initial commit
2 Years Ago
Fixed being stuck when flying out of map bounds. Fixed chunk unload render distance.
2 Years Ago
Fixed names
2 Years Ago
Re-organized blocks into folders and use smart folders for TPS files
2 Years Ago
Added ChunkViewer.IsCurrentChunkReady and use that to determine if a player can move.
2 Years Ago
Prioritize chunks to full update if they have a player in them
2 Years Ago
Some refactoring. Break out of any UpdateFaceVertices loops if the current game is no longer valid.
2 Years Ago
Fix
2 Years Ago
Added BlockType.ShouldCullFace. Water blocks cull faces if they have an adjacent water block.
2 Years Ago
Added BlockType.IsLiquid. Added swimming support.
2 Years Ago
Automatically destroy / create weapons when a weapon item is given or taken from the hotbar inventory
2 Years Ago
Increase the projectile life time for the test explosive weapon
2 Years Ago
Add custom FlyController that uses MoveHelper. Have suitable spawn positions use the center of the voxel.
2 Years Ago
Copied over some placeholder models and effects from Hover. Copied over weapon base from Hover. Implemented AmmoItem type. Implemented WeaponItem type.
2 Years Ago
Update to use Entity.FindInBox. Update to use SceneObject.Attributes. Update to use Global.PhysicsWorld.WorldBody (doesn't exist yet.)
2 Years Ago
Ensure that at least one spawnpoint will be available. Initialize startup chunks on map load.
2 Years Ago
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.
2 Years Ago
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.
2 Years Ago
Try having resourcepaths like this
2 Years Ago
Optimizations
2 Years Ago
ok lets try this
2 Years Ago
Send all the things