userConnacancel

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

3 Years Ago
Styling and effect changes to inventory slot behavior Fixed various issues with inventory container when moving stacks Fixed an issue where when the template is applied first for the backpack, the equipment would be empty Prevent generators from spawning a resource if there are already 16 resources in the pool Just copy Rust (ish) because it looks cool Added item selection to Backpack and also show Hotbar to seperate from the main Hotbar Update draggable to only start dragging if the mouse has moved or 300ms have passed Hide Hotbar if Backpack or Storage is open Add selected Action callback to Inventory slot Add Hotbar to Storage screen Update Backpack with Hotbar inventory when client has spawned
3 Years Ago
Added some basic but necessary item textures Added textures for empty armor slots Added ammo_bolt icon Update some _c files Update ammo types and add Crossbow stub Item refactoring to use virtual props for name and icon and remove old ItemSlot Add ArmorItem base and ArmorSlot enum and a bunch of T1 -> T3 armor item types Add PickaxeItem, CrossbowItem and CrowbarItem stubs Add GiveCondition/TakeCondition support to InventoryContainer Add EquipmentInventory to player with give conditions to ensure pieces go in the correct slots. Give players a bunch of armor when spawning for testing Add support for ArmorSlot to InventorySlot UI element (yuck, I'll find a better way to genericize this) and add Equipment display when opening the Backpack
3 Years Ago
Transfer target tidy up and fixes
3 Years Ago
Fixed hotbar duplication
3 Years Ago
Fixed moving items can sometimes go over max stack size
3 Years Ago
Added DraggableMode enum Add support for DraggableMode.Move and DraggableMode.Split Add Split stack support to inventory system
3 Years Ago
Simplify logic
3 Years Ago
Updated Storage to have its own Backpack view to avoid confusion
3 Years Ago
Added Team Chest support
3 Years Ago
Fixed backpack and updated ActiveDraggable -> Draggable
3 Years Ago
Added IUsable interface for extended functionality Updated test voxel world Added Storage UI and updated InventorySlot styling Add Storage to Hud Updated Backpack to support Storage view Added additional event processing for opening inventory Added Personal Chest opening support and IUsable support to Player
3 Years Ago
Fixed pink and purple not showing for team colors Add team colored / team chest and personal chest
3 Years Ago
Item Store NPC Stub Update test voxel world with Item Store NPC
3 Years Ago
Store old value / new value lists as members to save allocations and only process these lists if the networked list has a callback Merge branch 'master' of github.com:Facepunch/sbox
3 Years Ago
Ensure callbacks for networked lists pass a list containing its old values, and a list containing its new
3 Years Ago
Don't transition for now
3 Years Ago
Add Display attributes to Pool entities Merge branch 'master' of sbox-pool
3 Years Ago
Remove fgd and use Display attribute
3 Years Ago
Remove fgd and use Display attribute
3 Years Ago
Remove fgd and use Display attribute Merge branch 'main' of sbox-hover
3 Years Ago
Remove fgd and use Display attribute
3 Years Ago
Prevent players placing blocks within a Build Exclusion Zone trigger's bounds
3 Years Ago
Add distance params and condition param to SetBlock and GetBlock methods
3 Years Ago
Move to Game.GetValidTeams and add Team.GetCore extension method Add BaseGenerator for others to derive from with common logic Update all generators to spawn items and update test world
3 Years Ago
Add Team.GetValidTeams to return a set of teams that the map has cores for
3 Years Ago
Updated EditorEntityList to fix overflow scroll and styling in some places
3 Years Ago
Add IEditorCallbacks interface. Add ModelProp (implements IEditorCallback). Allow placing of model props to voxel worlds (static).
3 Years Ago
Add BinaryHelper to simply some stuff Vastly improve serialization and deserialization of worlds so that if any one component fucks up (such as an entity, or block state) it should not prevent the whole map loading. This is useful because if an entity is later removed, or a block state changes the way it serializes, entire worlds won't be lost. Maybe just switch to JSON in future but files could get super large.
3 Years Ago
Have the loading screen logo and spinner opacity transition separately from the parent so it doesn't look weird
3 Years Ago
Updated the loading screen to use the Core Wars logo and have it spin to indicate it's doing something
3 Years Ago
Update sbox-voxels submodule
3 Years Ago
Don't log out empty biomes
3 Years Ago
Only remove an item entity if the player took everything in the stack Merge branch 'main' of sbox-corewars
3 Years Ago
Add pool effects to each generator
3 Years Ago
Added ItemWorldIcon world panel for displaying items in the world that have no world model Support ItemWorldIcon in ItemEntity and add pickup support Update test code to spawn iron stack
3 Years Ago
Can press G / drop to enter walk mode in the editor
3 Years Ago
Added ability to rotate entities being placed or moved with right click Merge branch 'main' of sbox-corewars
3 Years Ago
Added support for moving entities already placed in the editor and added MoveEntityAction for undo/redo support Merge branch 'main' of sbox-corewars
3 Years Ago
Set model and render color for Team Core
3 Years Ago
Add EditorPropertyAttribute and use that instead of Property so can know exactly which ones are Core Wars related
3 Years Ago
Fixed compile error
3 Years Ago
Add Team.GetColor extension Use resource pool models for generators
3 Years Ago
Remove editor mode convar now we have a dedicated editor mode map
3 Years Ago
Fix state
3 Years Ago
Add Game.TryGetState and stub for generating resources with TeamGenerator
3 Years Ago
Added max stack sizes to resource items and test damage
3 Years Ago
Give attackers any resources held in the player's inventory when they are killed Add InventoryContainer.Remove( InventoryItem ) as an alternative to item id Resource items derive from ResourceItem and have placeholder icons Add placeholder resource icon pngs
3 Years Ago
Add IResettable and IRessetable.ResetAll static member Add Player.AssignRandomTeam (for now) and implement IResettable Implement IResettable on CrystalGenerator, GoldGenerator and TeamCore Add inventories to TeamChest and PersonalChest and implement IResettable Assign a random team in GameState and respawn players when they should be
3 Years Ago
Better opacity
3 Years Ago
Add materials for Hurt and Exclusion Zone - figure out why AddCube renders quads the wrong way around later