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657 Commits over 243 Days - 0.11cph!

8 Months Ago
SetVoxelMaterial + update sbox-voxels
8 Months Ago
Added Game.IsEditorMode
8 Months Ago
Updated to fix shader
8 Months Ago
Fixed namespaces
8 Months Ago
Add submodule support for sbox-voxels
8 Months Ago
Fixed being stuck when flying out of map bounds. Fixed chunk unload render distance.
8 Months Ago
Fixed names
8 Months Ago
Re-organized blocks into folders and use smart folders for TPS files
8 Months Ago
Added ChunkViewer.IsCurrentChunkReady and use that to determine if a player can move.
8 Months Ago
Prioritize chunks to full update if they have a player in them
8 Months Ago
Some refactoring. Break out of any UpdateFaceVertices loops if the current game is no longer valid.
8 Months Ago
Fix
8 Months Ago
Added BlockType.ShouldCullFace. Water blocks cull faces if they have an adjacent water block.
8 Months Ago
Added BlockType.IsLiquid. Added swimming support.
8 Months Ago
Automatically destroy / create weapons when a weapon item is given or taken from the hotbar inventory
8 Months Ago
Increase the projectile life time for the test explosive weapon
8 Months Ago
Add custom FlyController that uses MoveHelper. Have suitable spawn positions use the center of the voxel.
8 Months Ago
Copied over some placeholder models and effects from Hover. Copied over weapon base from Hover. Implemented AmmoItem type. Implemented WeaponItem type.
8 Months Ago
Update to use Entity.FindInBox. Update to use SceneObject.Attributes. Update to use Global.PhysicsWorld.WorldBody (doesn't exist yet.)
8 Months Ago
Ensure that at least one spawnpoint will be available. Initialize startup chunks on map load.
8 Months Ago
Fixed lightmap with tall chunks. Add concurrent queue for full initial updates and then populate an internal list to the task. Ensure full update not done. Fixed a stupid error that causes chunks to initial update hundreds of times.
8 Months Ago
Added Map.SetChunkSize. Can now have custom sized chunks. Removed all static references to Chunk.VoxelSize and Chunk.ChunkSize. Various optimizations. Added Map.SetChunkRenderDistance and Map.SetChunkUnloadDistance. Added Map.SetMinimumLoadedChunks. Now update light map on both client and server, but only perform the initial update on server and send it to clients with a chunk's initial data.
8 Months Ago
Try having resourcepaths like this
8 Months Ago
Optimizations
8 Months Ago
ok lets try this
8 Months Ago
Send all the things
8 Months Ago
Just set it to /texture/ maybe?
8 Months Ago
Set resource paths
8 Months Ago
Build the collision shape on the client again
8 Months Ago
No need for async here
8 Months Ago
Added Map.BuildCollisionInThread and set to true
8 Months Ago
Started work on dynamic chunk loading/unloading Implemented ChunkViewer Update TorchLight / SunLight in the full update thread and use ConcurrentQueue Only send chunks that have completed their first full update Added ChunkGenerator class. Added PerlinChunkGenerator class. Added Map.IsInfinite and Map.SetMaxSize. Implemented SetMaxSize properly. Set it to 256, 256, 128 as it was before to test Merge pull request #4 from Facepunch/stream Stream
8 Months Ago
Added ChunkGenerator class. Added PerlinChunkGenerator class. Added Map.IsInfinite and Map.SetMaxSize. Implemented SetMaxSize properly. Set it to 256, 256, 128 as it was before to test
8 Months Ago
Only send chunks that have completed their first full update
8 Months Ago
Update TorchLight / SunLight in the full update thread and use ConcurrentQueue
8 Months Ago
Implemented ChunkViewer
8 Months Ago
Started work on dynamic chunk loading/unloading
8 Months Ago
Fix that condition
8 Months Ago
Don't try to generate a tree if it'd leak into another chunk
8 Months Ago
Added biome weighting
8 Months Ago
Added biome support. Added proper chunk generation and seed support.
8 Months Ago
Suitable spawn positions will be the center of the voxel
8 Months Ago
Var this
8 Months Ago
Package block updates into a single compressed update
8 Months Ago
Added F to blow a hole in something for testing. Use GameTask.FromResult to return vertex data from StartUpdateVerticesTask. Don't keep a list of vertices around that is used cross-threads.
8 Months Ago
Added max iterations to Map.Trace. Only remove the old shape from the world body after the first one is added. Because this update is threaded it can cause a slight collision issue until the new shape is resolved otherwise.
8 Months Ago
Comment out GetAvailableThreads as it isn't whitelisted for public
8 Months Ago
Add a delay to player block placement / removal
8 Months Ago
Various updates to improve threaded tasks
8 Months Ago
Return Task instead of void