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725 Commits over 516 Days - 0.06cph!

2 Years 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
2 Years Ago
Only send chunks that have completed their first full update
2 Years Ago
Update TorchLight / SunLight in the full update thread and use ConcurrentQueue
2 Years Ago
Implemented ChunkViewer
2 Years Ago
Started work on dynamic chunk loading/unloading
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
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
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.
2 Years Ago
Testing some stuff
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