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reposbox-corewarscancel

725 Commits over 516 Days - 0.06cph!

2 Years Ago
Actually use the water texture
2 Years Ago
Set WaterBlock.UseTransparency to true. Added voxel_translucent.vmat. Update sbox-voxels submodule.
2 Years Ago
Typo
2 Years Ago
EditorToolSelector -> SimpleRadialMenu Added Save World and Load World options to the radial menu (only Save works right now)
2 Years Ago
Use FinalLayoutChildren and remove backdrop blur for now (I think it broke)
2 Years Ago
Scale the radial menu items nicely as the virtual mouse approaches them
2 Years Ago
Added stubs for AreaBlockTool and DuplicateBlocksTool and EditBlockDataTool Added icon for place block tool and other tools Added EditorPlayer.ChangeToolTo Implemented first version of the radial menu for editor tools
2 Years Ago
Clear Attack1 and Attack2 from input if tab is being held down
2 Years Ago
Added UpdateHotbarSlotKeys Update them to make sense... Add EditorToolLibraryAttribute Start working on Editor Tool radial menu
2 Years Ago
Spawn editor players in the very center of the world bounds Use Input.Down( InputButton.Duck ) and Input.Pressed( InputButton.Back ) as a hotkey for saving the editor map
2 Years Ago
Basic Editor Hud / Editor Block Hotbar Editor Hotbar Classes Place Block Tool / Tool System Fixed load error due to type name wrong Fix loading client data for hotbar blocks if not set Fixed loading of cw_hotbarblocks data (can't deserialize to byte[]) Fix errors when EditorHotbar is ticking before the voxel world has loaded LoadingScreen from RootPanel to Panel Add [Net] IsEditorMode to game and use that client-side Fill editor hotbar blocks with random blocks if they aren't set Fix icon for editor block slots Add z-index to LoadingScreen Update sbox-voxels submodule
2 Years Ago
Fix text
2 Years Ago
Updated vpcf_c and update sbox-voxels submodule
2 Years Ago
Painn Day 2
2 Years Ago
Added initial version of map saving and loading for the editor.
2 Years Ago
Update sbox-voxels
2 Years Ago
Updated materials
2 Years Ago
Removed planes from Core Wars map. Added EditorBounds. Added EditorChunkGenerator. Added EditorBlockGhost. Show a block ghost where the player is aiming. Prevent collisions in FlyController if is in editor mode.
2 Years Ago
SetVoxelMaterial + update sbox-voxels
2 Years Ago
Added Game.IsEditorMode
2 Years Ago
Updated to fix shader
2 Years Ago
Fixed namespaces
2 Years Ago
Add submodule support for sbox-voxels
2 Years Ago
Fixed being stuck when flying out of map bounds. Fixed chunk unload render distance.
2 Years Ago
Fixed names
2 Years Ago
Re-organized blocks into folders and use smart folders for TPS files
2 Years Ago
Added ChunkViewer.IsCurrentChunkReady and use that to determine if a player can move.
2 Years Ago
Prioritize chunks to full update if they have a player in them
2 Years Ago
Some refactoring. Break out of any UpdateFaceVertices loops if the current game is no longer valid.
2 Years Ago
Fix
2 Years Ago
Added BlockType.ShouldCullFace. Water blocks cull faces if they have an adjacent water block.
2 Years Ago
Added BlockType.IsLiquid. Added swimming support.
2 Years Ago
Automatically destroy / create weapons when a weapon item is given or taken from the hotbar inventory
2 Years Ago
Increase the projectile life time for the test explosive weapon
2 Years Ago
Add custom FlyController that uses MoveHelper. Have suitable spawn positions use the center of the voxel.
2 Years Ago
Copied over some placeholder models and effects from Hover. Copied over weapon base from Hover. Implemented AmmoItem type. Implemented WeaponItem type.
2 Years Ago
Update to use Entity.FindInBox. Update to use SceneObject.Attributes. Update to use Global.PhysicsWorld.WorldBody (doesn't exist yet.)
2 Years Ago
Ensure that at least one spawnpoint will be available. Initialize startup chunks on map load.
2 Years 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.
2 Years 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.
2 Years Ago
Try having resourcepaths like this
2 Years Ago
Optimizations
2 Years Ago
ok lets try this
2 Years Ago
Send all the things
2 Years Ago
Just set it to /texture/ maybe?
2 Years Ago
Set resource paths
2 Years Ago
Build the collision shape on the client again
2 Years Ago
No need for async here
2 Years Ago
Added Map.BuildCollisionInThread and set to true
2 Years 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