4,125 Commits over 1,127 Days - 0.15cph!
Added basic BlockAsset class with just FriendlyName and TextureId for now
Added stub ChunkViewer component (will eventually handle loading of chunks)
Create ChunkViewer component and LoadChunk method in Player (for now, until we have component RPCs)
Send all map chunks to players on join (~32kb per chunk). Our maps will be small enough that we don't care.
Updated voxel code to latest from layla
Fixed jumping forever
Fixed set block in direction being called client-side
Added Chunk.VoxelSize (def: 48)
Basic movement controller, clothing and ragdoll
Fall and land sounds
Add in Layla's voxel stuff from Sandblox as a base
Automatically respawn joining players during lobby state and add test methods from Sandblox for block setting
Fixed error with Chunk.cs - trying to add Mesh with empty VB
☠️ Simple game skeleton with States, Team and team-based spawnpoint entity for Hammer
.addon and .gitignore and .gitattributes
Audio Device Selector (#151)
* Added audio device selector to then settings menu
Remove old FGD, update .addon
Added FileSystem.Mounted as the first param of Texture.Load calls
Update all Texture.Load calls to pass FileSystem.Mounted as the first param
Various fixes to RTS to get it to a runnable state
Change menu to show Output as the device label
Tidied up the code and revert to default audio device if unavailable
Added temporary check hardcoded English translation for default audio device
The audio device will now properly change when selected and be remembered on restart. Need to investigate why device id is returning its friendly name, using workaround until then to test it works
Add a way to get the active audio device name and set the current audio device by id
Update audio settings menu code test
Added Sound.GetAudioDevices() IEnumerable<AudioDevice> type and started hooking up audio settings UI / progress
Accommodate FOV when calculating camera position / angles for model thumbnails (#147)
* Perfect fit for provided FOV
Perfect fit for provided FOV
Crude but working method for accommodating FOV
Removed redundant fields on data
DirectDamage -> InstantEffect
Add hud background to egg group hud (for now)
Damage balances
Updated with various different spawn delay values
Fix gate hud and show right hand again
Tidy up egg selection / hover
Improve formation movement to avoid jitter
Egg Group Hud will use average position and interpolate appropriately
Fix various null reference exceptions
Various sound changes + weapon balance attempts
Change sound distances to be a little better...
Added placeholder sounds for weapons of all units and egg types
Fix setting chaperone to NULL causing an error
Add Archers to list properly for Watch Tower + update process methods
Ensure trebuchet does not attack own units
Pass owning player into trebuchet projectile
Fix orientation of bomb model
Simplify IDamageable
Units will no longer change formation during attacks. Units will not move or attack for 0.5 seconds on spawn. Units will not move toward any kind of formation if it would be outside of the range of attack. Added EggFlags.Invulnverable. Gate archers are invulnerable.
Added WaitingForOpponent stub display
Temporary hack around positioning of VR Overlay Panel until fixes are made
Auto upgraded .addon
Stub match summary VR overlay panel
Show Match Summary on game initial load for testing
Automatically hide Slingshot if SteamVR is rendering controllers
Fix error with Player constructor
Re-compiled materials / models
Test VR controller input on Match Summary panel
Move render entities and remove clothing code. Update to use player customized clothing assets.
Update .addon and rename PoolGame namespace to Facepunch.Pool
Change egg hud name text green and add a render entity circle beneath the eggs to show when they are hovered
Added Egg.IsReady and make all eggs start ready at the beginning of the game
Added some placeholder sounds for egg pickup, egg ready, egg return, egg break, slingshot pull and slingshot release