4,794 Commits over 1,371 Days - 0.15cph!
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
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
Transfer target tidy up and fixes
Fixed moving items can sometimes go over max stack size
Added DraggableMode enum
Add support for DraggableMode.Move and DraggableMode.Split
Add Split stack support to inventory system
Updated Storage to have its own Backpack view to avoid confusion
Fixed backpack and updated ActiveDraggable -> Draggable
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
Fixed pink and purple not showing for team colors
Add team colored / team chest and personal chest
Item Store NPC Stub
Update test voxel world with Item Store NPC
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
Ensure callbacks for networked lists pass a list containing its old values, and a list containing its new
Add Display attributes to Pool entities
Merge branch 'master' of sbox-pool
Remove fgd and use Display attribute
Remove fgd and use Display attribute
Remove fgd and use Display attribute
Merge branch 'main' of sbox-hover
Remove fgd and use Display attribute
Prevent players placing blocks within a Build Exclusion Zone trigger's bounds
Add distance params and condition param to SetBlock and GetBlock methods
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
Add Team.GetValidTeams to return a set of teams that the map has cores for
Updated EditorEntityList to fix overflow scroll and styling in some places
Add IEditorCallbacks interface. Add ModelProp (implements IEditorCallback). Allow placing of model props to voxel worlds (static).
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.
Have the loading screen logo and spinner opacity transition separately from the parent so it doesn't look weird
Updated the loading screen to use the Core Wars logo and have it spin to indicate it's doing something
Update sbox-voxels submodule
Don't log out empty biomes
Only remove an item entity if the player took everything in the stack
Merge branch 'main' of sbox-corewars
Add pool effects to each generator
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
Can press G / drop to enter walk mode in the editor
Added ability to rotate entities being placed or moved with right click
Merge branch 'main' of sbox-corewars
Added support for moving entities already placed in the editor and added MoveEntityAction for undo/redo support
Merge branch 'main' of sbox-corewars
Set model and render color for Team Core
Add EditorPropertyAttribute and use that instead of Property so can know exactly which ones are Core Wars related
Add Team.GetColor extension
Use resource pool models for generators
Remove editor mode convar now we have a dedicated editor mode map
Add Game.TryGetState and stub for generating resources with TeamGenerator
Added max stack sizes to resource items and test damage
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
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
Add materials for Hurt and Exclusion Zone - figure out why AddCube renders quads the wrong way around later