userConnacancel

4,794 Commits over 1,371 Days - 0.15cph!

3 Years Ago
Added Blowtorch to shop, item, and texture to quickly melt through plastic blocks (use crowbar model for now)
3 Years Ago
Add InventoryItem.CanBeDropped and let players drop items in their Hotbar
3 Years Ago
Have damage done to voxels multiplied by Tier in Axe / Pickaxe
3 Years Ago
Only tick on server for checking whether to reset health
3 Years Ago
Update voxels
3 Years Ago
Initialize health in BlockState.OnCreated
3 Years Ago
Update voxels Update voxels + shader Merge branch 'main' of sbox-corewars
3 Years Ago
Fix compile error
3 Years Ago
Change Set/GetHealth to Set/GetBlockDamage and update in BlockState
3 Years Ago
Update sbox-voxels
3 Years Ago
Only pass what we need
3 Years Ago
Update sbox-voxels
3 Years Ago
Remove log and update texture 3d test (probably wrong)
3 Years Ago
Update sbox-voxels Set BuildingBlockState health to 100 on creation Add building block material types and damage multipliers for each block type Remove secondary attack destroys block logic Add BlockDamageWeapon with logic to destroy blocks over time (set last damage time so states can reset health after time if not attacked) Have Axe and Pickaxe extend BlockDamageWeapon Update sbox-voxels submodule and only set BuildingBlockState to dirty if Health is less than 100
3 Years Ago
Add ChunkLightMap.SetHealth / GetHealth and have a seperate PendingData and Data for volume texture updates Add BlockState.OnCreated and BlockState.OnRemoved and update volume texture for health accordingly
3 Years Ago
Add BlockState.ShouldTick and BlockState.TickRate let states decide if they do anything
3 Years Ago
Update voxels submodule
3 Years Ago
Just only send the dirty ones that have a valid state still
3 Years Ago
Remove dirty block state update if a block is removed Try using BinaryHelper to ensure state updates don't fail if a current block doesn't support that state
3 Years Ago
Add WeaponItem / Item to Weapon class so that weapon tiers can be accesseds Added Pickaxe and Axe stubs and start working on block destruction Portal Grenade prediction tweak Crossbow / Crowbar clean up
3 Years Ago
Added base Crossbow projectile weapon (use temp effects) Added stub Portal Grenade and fixed some prediction issues
3 Years Ago
Added stub Crowbar weapon using model from DM98 for now
3 Years Ago
Adjust generator speeds
3 Years Ago
Refactor BaseGenerator and respect team upgrades for TeamGenerator. Respect team upgrades for Armor and Damage when taking / dealing damage
3 Years Ago
Update ItemStore and UpgradeStore properly after a hotload
3 Years Ago
Alter the spawn rates of Crystal and Gold generators Alter iron spawn time + set voice chat to Team only
3 Years Ago
Added stubs for all Team Upgrades and their tiers + temp icons for them
3 Years Ago
Add temp icons for all tiers of weapons and armor Update all icons for item definitions Rename ArmorTier to Tier Add DropOnDeath and RemoveOnDeath to InventoryItem Add Player.TryGiveArmor and ensure items drop and remove as they should when a player dies Reimplement `kill` command temporarily Set Remove/DropOnDeath for appropriate items
3 Years Ago
Don't show armor and weapons in the item store if the player already has its next upgrade Added ArmorTier and WeaponTier Use ArmorTier and WeaponTier for shops Add IPurchasableItem interface that shop items and upgrades share Update test voxel world Add UpgradeStore dialog Update ItemStore and add UpgradeStore to HUD Implement Team Upgrades NPC and let players purchase upgrades
3 Years Ago
Allow players to actually purchase from the item store and deduct resource items accordingly
3 Years Ago
Add IDialog interface implemented by any dialogs and use that to generically check for open dialogs
3 Years Ago
Only update purchasable item state every second
3 Years Ago
Only assign players to a random team if the team has a core Fix InventoryContainer.FindItems not checking validity Portal Grenade requires Armory Upgrade Fix styling for Item Store and only call purchase callback if the player can afford it
3 Years Ago
Fix icon on BaseShopItem Add PurchasableItem UI element to be shared between Shop and Upgrades UI Add ItemStore UI to display items sold by the Shop NPC Add ItemStore to HUD Hide Hotbar when Shop is open Add test for opening shop UI
3 Years Ago
Have ItemStoreNPC and TeamUpgradesNPC implement IUsable
3 Years Ago
Added remaining block types and moved window_01_trans to color/ and hack remove the dark bits until its sorted
3 Years Ago
Updated all blocks
3 Years Ago
Added BaseTeamUpgrade and ArmoryUpgrade type and icon Add all weapon tier shop items including dependency on Armory upgrade for some Add Library attributes to all necessary shop items Add InventoryContainer.Replace and InventoryItem.Replace to replace any item in a slot with another item Add Equipment Inventory to list of inventories to search for Player.FindItems Add Team Upgrades NPC and populate both that and Item Store NPC with appropriate classes
3 Years Ago
Added portal grenade texture and shop item update Added crossbow bolt shop item Add costs for all armor shop items and update names to Light, Medium, Heavy
3 Years Ago
Fixed compile errors
3 Years Ago
Added shop item definitions for head and legs armor (T1 -> T3)
3 Years Ago
Added weapon_axe texture Restructured shop item block locations to folders Added Tier 1 -> Tier 3 crowbar, crossbow, axe and pickaxe item definitions Added BaseArmorShopItem for handling purchase of armor with dependencies Added T1 -> T3 shop item defs for armor chest
3 Years Ago
Added TemperedGlassBlock and WoodenPlanksBlock Updated sbox-voxels submodule Added shop items for Hardened Metal, Steel Panel, Tempered Glass and Wooden Planks
3 Years Ago
Added VoxelWorld.GetBlockType<T>() for ease
3 Years Ago
Add BasePurchasable, BaseBlockShopItem and PlasticShopBlockItem
3 Years Ago
Fix some styling issues with Backpack / Storage
3 Years Ago
Use a PickupTrigger on ItemEntity
3 Years Ago
Instead of using touch events for item entities, search in a radius around it this way we can have a larger "touch" radius than its actual physics bounds
3 Years Ago
Removed some old events and added Transfer Target Handler
3 Years Ago
Toggle the backpack if Tab was not held down very long otherwise keep it open until Tab is released