4,794 Commits over 1,371 Days - 0.15cph!
Just only support the Voxel Atlas generator for now because we can't upload *.atlas files to s&works
Have water use simple shader for now
Update all atlases to use ones generated by Voxel Atlas Tool.
Added IBlockAtlasProvider. Added BlockAtlas. BlockAtlasTexturePacker. Support Voxel Atlas tool.
Fixed fungus sounds and play sound from world
Only send 64 state updates per chunk per tick
Update voxels
Merge branch 'main' of sbox-corewars
Move block updates per chunk and only send to clients who have the chunk loaded
Fix stone block material (untick NDDL)
Update voxels
Merge branch 'main' of sbox-corewars
Turn it off for translucent voxel as well
Turn off Non Directional Diffuse Lighting from voxel.vmat
Add icon tint color options everywhere
Update to use Fungus. Remove all fungus .block files as building blocks need to inherit BaseBuildingBlock (perhaps make them a seperate game resource type later.)
Added ParticleSystem EditorEntity
Let's commit all the _c's except for the *.generated.* stuff...
Automatically remember the last saved entity data in the editor per player. Keep this saved data for the next entity place until the type has changed.
Add Alpha Test to voxel.vmat
Register voxel model in OnNewModel
Updated shrines to register/unregister as a voxel model. And remove old compiled pixel material
Added ChunkLightMap.GetLightAsVector. Add VoxelWorld.Register/UnregisterVoxelModel (this will update VoxelLight scene object attribute on chunk changes.)
Remove pixel material shader. Add voxel model shader. Update voxel model shader to be more like the voxel shader. Updated stone_block.vmat to use voxel model shader.
Update stone block to use righr values
Update voxels
Merge branch 'main' of sbox-corewars
Add Chunk.OnFullUpdate event and ChunkLightMap.OnTextureUpdated.
Recompile shader, put Is Voxel Block in the Rendering category
Update pixel material to have an Is Voxel Block attribute
Update pixel_material shader
Ensure that BlockPosition is networked for server-side block entities
Update pixel_material.vfx
Test for updating block model entities ith torch light / sunlight + hue shift
Set RenderColor to TintColor on ModelBlockEntity
Add opaque test support to shader (pave way for AO)
Add LightMap.SetOpaque and LightMap.IsOpaque
Default tint color to white
Add BlockResource.TintColor and support tinting in shader
Add extra component for tint + change how blocks are initialized
Don't show liquid block in the editor