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687 Commits over 516 Days - 0.06cph!

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 Break out of any UpdateFaceVertices loops if the current game is no longer valid.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
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
2 Years Ago
Fix that condition
2 Years Ago
Don't try to generate a tree if it'd leak into another chunk
2 Years Ago
Added biome weighting
2 Years Ago
Added biome support. Added proper chunk generation and seed support.
2 Years Ago
Suitable spawn positions will be the center of the voxel
2 Years Ago
Var this
2 Years Ago
Package block updates into a single compressed update
2 Years 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.
2 Years 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.
2 Years Ago
Comment out GetAvailableThreads as it isn't whitelisted for public
2 Years Ago
Add a delay to player block placement / removal
2 Years Ago
Various updates to improve threaded tasks
2 Years Ago
Return Task instead of void
2 Years Ago
Various fixes
2 Years Ago
Don't perform a mesh build if any adjacent neighbour chunks are still updating
2 Years Ago
Ensure that the full update task is not running before rebuilding mesh