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687 Commits over 516 Days - 0.06cph!

2 Years Ago
Testing some stuff Everything seems to be running with threaded tasks pretty well now. Don't allow the player to move if they're in a chunk that hasn't had collisions updated yet. Merge pull request #3 from Facepunch/threads Removed Block Slice Stuff / Perform Threaded Chunk Updates
2 Years Ago
Added support for sending many chunks at once compressed. Removed support to show back faces for now (need to solve z-fighting.)
2 Years Ago
Added BlockType.CullBackFaces and don't cull back faces for leaf blocks
2 Years Ago
Some UI tweaks and hotbar wrap fix
2 Years Ago
Automatically perform threaded full updates of chunks closest to the player first
2 Years Ago
Added Player.TryGiveBlock and automatically remove / cleanup orphaned items
2 Years Ago
Renamed HotbarSlot to a generic InventorySlot. Hooked Hotbar UI to inventory system. Fixed a bug where item ids started at 0.
2 Years Ago
Queue a threaded full update on neighbouring chunks when a new chunk is initialized
2 Years Ago
Added a simple dot crosshair
2 Years Ago
Added Map.ToSourceBBox and add parameter to Map.SetBlockInDirection to check for collisions. Players can no longer place blocks if it would collide with an entity
2 Years Ago
Changes to how maps are loaded. Prevent Source hang dialog by turning GeneratePerlin into a Task. Added Map.OnInitialized. Only send maps to players if the map is actually initialized / generated.
2 Years Ago
When holding Shift you won't fall off the block you're on
2 Years Ago
Added Voxel.GetBlockType() Make Map.GetSourcePosition and Map.GetVoxelPosition static
2 Years Ago
Added Chunk.GetVoxel and Map.GetVoxel and Voxel struct. A slightly slower but nicer public API for dealing with blocks but heavy operations can still grab everything manually.
2 Years Ago
Fixed block slices not updating properly when an opaque block is removed next to a translucent one Merge branch 'main' of sbox-corewars
2 Years Ago
Turn it into a PerlinGenerationConfig struct to pass in
2 Years Ago
Always ensure that there is some form of block at the bottom most level
2 Years Ago
Fixed grass and (temporarily) generate a list of suitable spawn positions
2 Years Ago
Bounds checks
2 Years Ago
Update light maps immediately on chunk initial load + when refreshing. Grass blocks will not show their grass if there is no sunlight.
2 Years Ago
Fixed compile errors
2 Years Ago
Increase world size Z by double. Mess around with generation a little for testing. Refactor UpdateNeighbours. Add Chunk.GetNeighbour. Merge branch 'main' of sbox-corewars
2 Years Ago
Added FastNoiseLite and some additional generation
2 Years Ago
Fixed data being removed immediately after being set by the server 🙄 Run full torch update and sunlight propagation in a thread for connecting players initialization
2 Years Ago
When placing a block pass the direction the player placed in. Have all torch blocks extend BaseTorchBlock. Have TorchEntity use the direction data to determine which side to place against.
2 Years Ago
Only show debug info when map is valid
2 Years Ago
Removed ChunkDataMap and added superior block data system
2 Years Ago
Experiments Update Block Slices in a worker thread (thanks @Metapyziks for pointing out I needed ThreadStatic) Send a connecting player 8 chunks a time but still very quickly Merge branch 'main' into tasks Start fleshing out an Inventory API Stashing work on Inventory API Fixed RPC related issues Added test_item and MainInventory population Added ChunkDataMap (currently only storing block health). Moved some stuff out of Game and into Map. Modifying ChunkDataMap values will network them accordingly. Block health is reset to 100 whenever a new block is created. Cleanup old logs InventoryContainer.Serialize / Deserialize Added NetInventory a convenience BaseNetworkable with custom INetworkSerializer that will perform an initial synchronization of an InventoryContainer Make sure InventorySystem.ClientDisconnected is called to properly clean up InventoryContainer connections Fixed item stacking when using custom data. Refer to item types by library name or generics. Add test stack code. Use library identifier instead of name. Fixed default stack size. Fixed stack size overflow. Merge pull request #1 from Facepunch/tasks Tasks + Inventory + Health
2 Years Ago
BlockEntity.CenterOnBlock
2 Years Ago
Fixed north neighbour chunks not having light map updated + don't call UpdateAdjacents per opaque/translucent SO but instead do both at once (optimization)
2 Years Ago
Fixed grass side texture id being wrong is next to translucent blocks Merge branch 'main' of sbox-corewars
2 Years Ago
Fixed torch light propagation order
2 Years Ago
Torch light level will be 6 instead of 14 for testing
2 Years Ago
Added BlockType.IsPassable and BlockType.HasTexture. Added block entity system. Automatically add/remove entities that blocks require. Use will place a random Red, Green or Blue torch for testing.
2 Years Ago
Add ServerEntity and ClientEntity support to BlockType to create entities for blocks if required Merge branch 'main' of sbox-corewars
2 Years Ago
Tidy up
2 Years Ago
Added a real simple way of selecting blocks until something better is hooked up
2 Years Ago
Fixed Window block translucency and consolidate light dirtying
2 Years Ago
Don't cull faces if block is translucent
2 Years Ago
Fix remove queue not adding to right channel
2 Years Ago
Add light propagation code / seperate BFS passes for each color channel to support colored torches in theory
2 Years Ago
Oops
2 Years Ago
Avoid looping more than we need
2 Years Ago
Tidied up / refactored slightly. Translucent blocks are now their own scene object to allow for translucency pass. Now hand over to ogniK for shader magic.
2 Years Ago
Removed log Fixed dirt not using correct texture ids in chunks other than chunk 0, 0, 0
2 Years Ago
Compiled voxel material
2 Years Ago
An attempt to get sunlight working / propagating properly
2 Years Ago
Various fixes / optimizations for torchlight
2 Years Ago
Tidy up torchlight code and have it process BFS queue on tick
2 Years Ago
Remove the temp fix