4,155 Commits over 1,157 Days - 0.15cph!
Add VertexBufferExtension with methods to add a cube with repeating texture / UV scale settings
Add a new place_block_color.png to more clearly define what a block is
Pass a scale into AddCube so that blocks are properly displayed for the editor ghost
Implement diminishing returns for workers constructing a building
Ensure that units are evicted from vehicles properly when they are destroyed
Fixed the Tesla Coil
Fixed the nuke ability and silo hatch animation
Restored glow functionality using new Glow component
Don't use a thread for now
Fixed line of sight calculation
Add OccupiableSettings.MinLightOfSightAdd and MaxLightOfSightAdd
Grunts move faster and are cheaper
Assault units now take 25s to build
Medics have a larger heal range and heal faster and for longer
Increased Heavy Health to 175
Increased attack and line of sight radius of Rocketman
Increased DPS of Pyro/Cyro and decreased construction cost
Decreased DPS of attack drones. Added medic heal ability to Bubble Drone
Increased DPS of Hellfire and decreased construction costs
Make it clearer what Apache and Buggy require
Increase DPS of Tank and Plasma Tank and health of Buggy, speed of Buggy and APC
Decreased Command Centre cost
Adjusted upgrade costs for command centre and decreased upgrade time
Vastly increased Watch Tower LOS
Increased effective range of the Radar Jammer
Added OccupantGrantsLineOfSight and have Watchtower and Pillbox use it
Increased SAM site range and LOS
Updated description of Basic Ballistics to emphasize that it affects ANY projectile type
Added Requires Occupant label for the Buggy and Apache
Units with an occupant will display that occupant on the hud like buildings do (and will do so for other players too)
Added BaseBuilding.MaxConstructed and set MaxConstructed for Pub to be 15 (90 population)
Scale the stock of all resource types by 1.5x (too much?)
Doubled the time it takes for a worker to gather resources
Update sbox-voxels submodule
Ensure affected neighbours have a full update queued when updating lighting
Update sbox-voxels submodule
Fixed not being able to change blocks if they aren't air. Use GameTask.Yield.
Added GameTask.Yield
Merge branch 'master' of github.com:Facepunch/sbox
Update sbox-voxels submodule and use GetPositionsInBox
Rename to GetPositionsInBox
Update to use GetAimVoxelPosition
Added EditorAreaGhost render entity
Update sbox-voxels submodule
Added initial version of AreaBlocksTool
Added VoxelWorld.GetBlocksInBox
Potential progress?
Have the lightmap queue a full update when it becomes dirty
Update mesh immediately when ready and perform initial torch/sunlight update in thread
Stash
A little better maybe but still screwed. May need a general re-think.
Screw it, just do it all in another thread... slight visual glitch with this though when updating mesh in a thread (to investigate)
Merge pull request #1 from Facepunch/light-fixes
Light fixes
Screw it, just do it all in another thread... slight visual glitch with this though when updating mesh in a thread (to investigate)
A little better maybe but still screwed. May need a general re-think.
Update sbox-voxels submodule
Have the lightmap queue a full update when it becomes dirty
Update mesh immediately when ready and perform initial torch/sunlight update in thread
Update sbox-voxels submodule
Added LiquidState. Have each queued tick have its own delay. Add queued ticks to a list(?) then process ready ones into a queue. Sort of kind of maybe somewhat happy with liquid for now.
Update block data -> block state and update liquid block usage
Rename Block Data to Block State
Added LiquidBlock
Refactor and add queued ticks system
Adjust starting time of day and sunlight
Update sbox-voxels submodule
Increase radius of colored torches and add white torch
Place white torch with E (test)
Update sbox-voxels submodule
Update voxels shader to support GlobalBrightness and GlobalOpacity. Change sunlight brightness of faces depending on normal
Added DayCycleController and DayCycleGradient to control time of day in a voxel world
Update GlobalBrightness in voxel shader based on day cycle brightness
Add VoxelWorld.DayCycle accessor and setup day cycle controller with sensible defaults
Water flow experiment but it's slow and sucks, stash it
Added some test commands and updated water texture for testing
Give water a little texture and have it attentuate sunlight
Update submodule and vmat
Use correct material when creating render layer
Actually use the water texture
Set WaterBlock.UseTransparency to true. Added voxel_translucent.vmat. Update sbox-voxels submodule.
Added ChunkRenderLayer. Added BlockType.UseTransparency. Added Translucent, AlphaTest and Opaque render layers for chunks.
EditorToolSelector -> SimpleRadialMenu
Added Save World and Load World options to the radial menu (only Save works right now)
Use FinalLayoutChildren and remove backdrop blur for now (I think it broke)
Scale the radial menu items nicely as the virtual mouse approaches them
Added stubs for AreaBlockTool and DuplicateBlocksTool and EditBlockDataTool
Added icon for place block tool and other tools
Added EditorPlayer.ChangeToolTo
Implemented first version of the radial menu for editor tools