4,794 Commits over 1,371 Days - 0.15cph!
Tweak walk and sprint speeds slightly. When a player takes fall damage remove the stealth buff. Tweaked fall damage min/max values.
Recompile shader. Remove SecondaryModel from T1 armor (legs). Update sbox-voxels submodule. Fix emission atlas for voxel.vmat.
Add ChunkRenderLayer.SetBrightness and ChunkRenderLayer.SetOpacity. Increase block texture limit from 32 to 512
Change ArmorItem.ModelName to ArmorItem.PrimaryModel. Add ArmorItem.SecondaryModel. Add multiple model support for armor items.
Only add Soulbound tag to items if they aren't removed on death OR dropped on death
Merge branch 'main' of sbox-corewars
Add fireball particle effect for testing
Styling tweaks for tags and costs
Add ItemTag and some standard item tags. Add item tag support to Tooltip. Add item tags to all items.
Remove brew items on death
Added StatModifier and Player.Modifiers. Apply damage and speed modifiers accordingly for DamageBuff and SpeedBuff. Using a Health Brew will consume all of your stamina.
Add toast.show notification sound + announcement.show. Show an announcement when a Team Upgrade is purchased
Add buff.expired sound. Add BuffIcon. BaseBuff.Color and BaseBuff.Icon. Show all active buffs on the HUD.
Only call callback for embed lists when they are cleared if it did previously have one value
Added Player.RemoveBuff<T>() and added cloaked particle effect. Cloak a player properly when using the Stealth Brew.
Added changed callbacks for VarEmbedList (changed callbacks now work on lists of BaseNetworkable types)
Desaturate disabled shop items nicely. Add colors from the color palette to all upgrades.
Various tweaks to the UI and add PanelStyle extension and Style.SetLinearGradientBackground
Tidy up / add MeleeWeapon and have Axe, Pickaxe, Sword inherit from it
Differentiate axes for gameplay
Material alterations
Removed the 4 sword vmdls and have 1 with bodygroups. Add pickaxe world/view vmdl placeholder
Fixed range of all melee tools and weapons (divide range by voxel size)
Add NotoSansSymbols2-Regular and use it for the unknown items. Ensure randomized symbols for items are seeded by the item type
Add red values for resources the player cannot afford
Test add text shadow to item name
Implement vortex bomb particles
Added fireball hit and launch sounds
Add IConsumableItem and make BrewItem implement it
Players can now press a hotbar key to immediately consume that item without switching weapons
Add Throwable weapon class and update v_portal (rename later) to use as a base for throwable magic type
Merge branch 'main' of sbox-corewars
Fixed purple being cyan and cyan being purple 🥴
Add test detail models to DevBlock
Disable collision on detail models + clear details properly if a new neighbour is placed above us
Add BlockType.OnSpawnDetailModel
Pass in world position not local position to OnBlockAdded
Ensure block state, entities and callbacks are called for blocks when chunk initialize + detail mesh support
Re-styled the Storage, AirdropStore, ItemStore and TeamUpgrades dialogs to better fit theme
Update color palette. Fix path errors. Change Vortex Bomb to an item.
Add ColorPalette static class. Update all items to use colors from that palette. Increase inventory icon sizes. Update item icons.
Added random symbols for names and descriptions of items you haven't unlocked yet through upgrades. Sort all items in the item store by their sort order. Implement airdrop land particles.
Implement Crossbow Tier 2 particle effects
Have airdrops continue to drop down even if they've previously landed (if they land on buildable blocks that are then removed later)
Added airdrop.falling and airdrop.land sounds. Implement particle effect. Don't show hud icon if it hasn't landed yet (gets in the way of the lovely effects.) Do a secondary sweep trace to check if we're about to land and then play the landing sound.
Update voxels submodule
Merge branch 'main' of sbox-corewars
Optimize cached day cycle controller (for when none exists)
Added Floating Damage indicators when dealing damage to players or cores
Add world hud elements for generators and the player's own team's core
Don't reset Material in Render2D.Image.
Add IHudRenderer and implement it for Airdrop