userConnacancel
reposbox-voxelscancel

156 Commits over 424 Days - 0.02cph!

1 Year Ago
Update README.md
1 Year Ago
Update to lib instead of submodule for Core Wars
1 Year Ago
Temp update texture immediately for block damage
2 Years Ago
Remove dots
2 Years Ago
All the latest pain
2 Years Ago
Updated for Pain
2 Years Ago
Game -> GameManager
2 Years Ago
Remove unused semi-colon
2 Years Ago
Remove unused CoreWars using statement. Removed a using statement that throws errors when using sbox-voxels as a submodule outside of the CoreWars project. Merge pull request #6 from Ephememory/patch-1
2 Years Ago
Fixed obsolete stuff
2 Years Ago
Removed old debug log
2 Years Ago
Add "solid" tag to the generated collision shape for chunks
2 Years Ago
Stash test Completely strip out voxel lighting (torch light, sunlight propagation) it's more trouble than it's worth Merge pull request #2 from Facepunch/tests Tests
2 Years Ago
Completely strip out voxel lighting (torch light, sunlight propagation) it's more trouble than it's worth
2 Years Ago
Stash test
2 Years Ago
Add EnableVoxelLighting to VoxelWorld
2 Years Ago
This is probably the best it will get for now...
2 Years Ago
Propagate test
2 Years Ago
Remove CW specific namespace
2 Years Ago
Try just performing a full lighting update on each full update
2 Years Ago
Fixed an issue with sunlight propagation that causes sunlight to propagate incorrectly when loading maps from bytes. Infinite worlds now must have a max Z size, but can have an infinite X and Y size.
2 Years Ago
Added ModelBlockEntity.OnChunkReady
2 Years Ago
Added support for server-side unloading of chunks (data and state not yet saved / restored from disk)
2 Years Ago
Load chunks in based on x,y distance only
2 Years Ago
IsDestroyed check. Allow 32 initial chunk updates per second.
2 Years Ago
Just a test
2 Years Ago
Undo all of that - it just isn't fast enough. AddMeshShape/UpdateMesh is too slow
2 Years Ago
Test
2 Years Ago
Try one per tick
2 Years Ago
Add vertex and collision updates to a concurrent queue after building them in a thread. Dequeue on the main thread and build the mesh and collision.
2 Years Ago
Various optimizations and attempts at improved thread safety
2 Years Ago
Use concurrent bag for thread safety when adding potential spawnpoints during perlin chunk generation
2 Years Ago
Add Util.Color to Facepunch.Voxels
2 Years Ago
Some optimizations
2 Years Ago
Just only support the Voxel Atlas generator for now because we can't upload *.atlas files to s&works
2 Years Ago
Added IBlockAtlasProvider. Added BlockAtlas. BlockAtlasTexturePacker. Support Voxel Atlas tool.
2 Years Ago
Only send 64 state updates per chunk per tick
2 Years Ago
Move block updates per chunk and only send to clients who have the chunk loaded
2 Years Ago
Thread safety
2 Years Ago
Added ChunkLightMap.GetLightAsVector. Add VoxelWorld.Register/UnregisterVoxelModel (this will update VoxelLight scene object attribute on chunk changes.)
2 Years Ago
Add Chunk.OnFullUpdate event and ChunkLightMap.OnTextureUpdated.
2 Years Ago
Ensure that BlockPosition is networked for server-side block entities
2 Years Ago
Test for updating block model entities ith torch light / sunlight + hue shift
2 Years Ago
Set RenderColor to TintColor on ModelBlockEntity
2 Years Ago
Add LightMap.SetOpaque and LightMap.IsOpaque
2 Years Ago
Default tint color to white
2 Years Ago
Add extra component for tint + change how blocks are initialized
2 Years Ago
Support a min/max hue shift between 0 and 64 (64 is 90 degree hue shift)
2 Years Ago
Add Min/MaxHueShift
2 Years Ago
Added ExtraData support to VertexBlock. Added Min/MaxHueShift on BlockType.