4,794 Commits over 1,371 Days - 0.15cph!
Fix sprees and consecutives
Only play sound to attacker
Don't play headshot sound for damage when it has the Blast flag
Only play headshot sound if it was a kill
Add GiveAirshotAward virtual property to DeathmatchWeapon and add it for RailGun and RocketLauncher
Fixed all pickups running code client-side that should be server-side only
Add Award class and all basic award types (some don't have the announcer sound yet)
Add test GiveAwardCmd (admin-only) and first player death tracker for First Blood
Add ConsecutiveKills and SpreeKills, as well as track domination kills and give all awards accordingly
Add basic award UI to be styled later
Merge branch 'main' of sbox-boomer
Some cleanup + fix BouncingProjectile impact logic
More tidy up
Add BouncingProjectile.BounceSoundMinimumVelocity and set in GrenadeLauncher
Add BulletDropWeapon.AdjustProjectileVelocity
Improve BouncingProjectile logic to use correct values for Reflect
Fixed HealthKit
Adjusted projectile starting velocity and bounciness for grenade launcher
Added BouncingProjectile.BounceSound
Merge branch 'main' of sbox-boomer
Use same effect and sound for explosion for grenade as rocket
Added WeaponUtil and Vector3Extension
Add ProjectileSimulator and implement for BoomerPlayer
Remove GLGrenade and NailProjectile
Update all projectile weapons to use ProjectileSimulator and BulletDropWeapon / BulletDropProjectile classes
Merge branch 'main' of sbox-boomer
Fix merge conflicts
Update voxels submodule
Calculate and pass winning team into SummaryState
Reset player's team to None in LobbyState
Give PlayerCorpse entities the "corpse" tag
Update MoveHelper/MoveController to support tags and clear player inventory when resetting to LobbyState
Add "solid" tag to the generated collision shape for chunks
PhysicsShape Add/Remove/HasTag methods take strings instead of uint
Merge branch 'physicshape-tag-strings'
PhysicsShape Add/Remove/HasTag methods take strings instead of uint
Add to cores destroyed int when a player destroys a core
Reset cores destroyed counter on game reset
Populate WinSummary based on sorted players list for kills + cores destroyed
Add test input to open WinSummary
Implement rest of the WinSummary styling (to populate with real data)
Finish rest of HTML template + add references for lists
Add WinSummary stub with template and CSS
Add WinSummary to Hud
Add right click on asset header to give option for copying asset name
Sound tweak + shader update
Merge branch 'main' of sbox-corewars
Updated for use with collision tags / fixed force shield / updated MoveHelper
Updated procgen demo to strip out voxel lighting / sun propagation feature
Strip out voxel lighting support from shader as well
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
Completely strip out voxel lighting (torch light, sunlight propagation) it's more trouble than it's worth
Add Use Voxel Lighting feature to voxel shaders (turn it off). Don't enable Voxel Lighting for Core Wars, it's currently shit and in very rare circumstances it just doesn't work properly. Disable it completely until I can get it to work 100% of the time.
Add EnableVoxelLighting to VoxelWorld
This is probably the best it will get for now...
Remove CW specific namespace
Try just performing a full lighting update on each full update
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.
Added ModelBlockEntity.OnChunkReady
Try to line up voxel + voxel model but it's still fucked (ogniK will take a look later)
Merge branch 'main' of sbox-corewars
Updated atlases + textures