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reposbox-corewarscancel

725 Commits over 516 Days - 0.06cph!

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
Use library identifier instead of name. Fixed default stack size. Fixed stack size overflow.
2 Years Ago
Fixed item stacking when using custom data. Refer to item types by library name or generics. Add test stack code.
2 Years Ago
Make sure InventorySystem.ClientDisconnected is called to properly clean up InventoryContainer connections
2 Years Ago
Added NetInventory a convenience BaseNetworkable with custom INetworkSerializer that will perform an initial synchronization of an InventoryContainer
2 Years Ago
InventoryContainer.Serialize / Deserialize
2 Years Ago
Cleanup old logs
2 Years Ago
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.
2 Years Ago
Added test_item and MainInventory population
2 Years Ago
Fixed RPC related issues
2 Years Ago
Stashing work on Inventory API
2 Years Ago
Start fleshing out an Inventory API
2 Years Ago
Improved shadows and lighting on testmap Updated temp textures Support for higher quality materials Add emission map, fix roughness Merge branch 'main' into tasks
2 Years Ago
Send a connecting player 8 chunks a time but still very quickly
2 Years Ago
Update Block Slices in a worker thread (thanks @Metapyziks for pointing out I needed ThreadStatic)
2 Years Ago
Experiments
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
2 Years Ago
Temp check Merge branch 'main' of sbox-corewars
2 Years Ago
Move LightMap to ChunkLightMap and do one texture per chunk (comment out sunlight propagation code as it's broken) Merge branch 'main' of sbox-corewars Merge in index component code
2 Years Ago
Rename method to make more sense
2 Years Ago
Vastly improved block system to dynamically assign block ids and read texture ids by name from the atlas. When saving maps in the future, I'll indicate which block ids in the data represent which names from the atlas.
2 Years Ago
Refactor and minor optimizations
2 Years Ago
Potentially working PoC for using volumentric texture to store light data for voxels (need ogniK to rescue me on the shader side)
2 Years Ago
Revert affected blocks (just add them all fuck it...)
2 Years Ago
Some additional tweaks / hacky(?) method to get light level from block opposite face
2 Years Ago
Making a backup of light progress Initial torchlight code (no sun propagation yet) but still needs some additional work for face brightness to be affected by opposite block
2 Years Ago
Trying some performance improvements
2 Years Ago
Fixed an error with stripped out light propagation code (need to rework it)
2 Years Ago
Split up chunk slice loading into a task to avoid Source hang dialog when loading the map. Added a simple placeholder loading screen to show how many chunks are loaded.