userConnacancel

4,794 Commits over 1,371 Days - 0.15cph!

3 Years Ago
Fix missing textures
3 Years Ago
Pain Day 2 (except ZBufferMode / comment out for now)
3 Years Ago
Painn Day 2
3 Years Ago
Added initial version of map saving and loading for the editor.
3 Years Ago
Only create 3D textures client-side. Added Chunk.HasOnlyAirBlocks. Don't network all block data for chunks that are all air.
3 Years Ago
Update sbox-voxels
3 Years Ago
Added max size networking
3 Years Ago
Updated materials
3 Years Ago
Removed planes from Core Wars map. Added EditorBounds. Added EditorChunkGenerator. Added EditorBlockGhost. Show a block ghost where the player is aiming. Prevent collisions in FlyController if is in editor mode.
3 Years Ago
SetVoxelMaterial + update sbox-voxels
3 Years Ago
Added Map.SetVoxelMaterial
3 Years Ago
Added Game.IsEditorMode
3 Years Ago
Updated to fix shader
3 Years Ago
Added example shader to sbox-voxels
3 Years Ago
Initial commit
3 Years Ago
Fixed namespaces
3 Years Ago
Add submodule support for sbox-voxels
3 Years Ago
Initial commit
3 Years Ago
Initial commit
3 Years Ago
Fixed being stuck when flying out of map bounds. Fixed chunk unload render distance.
3 Years Ago
Fixed names
3 Years Ago
Re-organized blocks into folders and use smart folders for TPS files
3 Years Ago
Added ChunkViewer.IsCurrentChunkReady and use that to determine if a player can move.
3 Years Ago
Prioritize chunks to full update if they have a player in them
3 Years Ago
Some refactoring. Break out of any UpdateFaceVertices loops if the current game is no longer valid.
3 Years Ago
Fix
3 Years Ago
Added BlockType.ShouldCullFace. Water blocks cull faces if they have an adjacent water block.
3 Years Ago
Added BlockType.IsLiquid. Added swimming support.
3 Years Ago
Automatically destroy / create weapons when a weapon item is given or taken from the hotbar inventory
3 Years Ago
Increase the projectile life time for the test explosive weapon
3 Years Ago
Add custom FlyController that uses MoveHelper. Have suitable spawn positions use the center of the voxel.
3 Years Ago
Copied over some placeholder models and effects from Hover. Copied over weapon base from Hover. Implemented AmmoItem type. Implemented WeaponItem type.
3 Years Ago
Update to use Entity.FindInBox. Update to use SceneObject.Attributes. Update to use Global.PhysicsWorld.WorldBody (doesn't exist yet.)
3 Years Ago
Ensure that at least one spawnpoint will be available. Initialize startup chunks on map load.
3 Years Ago
Fixed lightmap with tall chunks. Add concurrent queue for full initial updates and then populate an internal list to the task. Ensure full update not done. Fixed a stupid error that causes chunks to initial update hundreds of times.
3 Years Ago
Added Map.SetChunkSize. Can now have custom sized chunks. Removed all static references to Chunk.VoxelSize and Chunk.ChunkSize. Various optimizations. Added Map.SetChunkRenderDistance and Map.SetChunkUnloadDistance. Added Map.SetMinimumLoadedChunks. Now update light map on both client and server, but only perform the initial update on server and send it to clients with a chunk's initial data.
3 Years Ago
Try having resourcepaths like this
3 Years Ago
Optimizations
3 Years Ago
ok lets try this
3 Years Ago
Send all the things
3 Years Ago
Just set it to /texture/ maybe?
3 Years Ago
Set resource paths
3 Years Ago
Build the collision shape on the client again
3 Years Ago
No need for async here
3 Years Ago
Added Map.BuildCollisionInThread and set to true
3 Years Ago
Started work on dynamic chunk loading/unloading Implemented ChunkViewer Update TorchLight / SunLight in the full update thread and use ConcurrentQueue Only send chunks that have completed their first full update 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 Merge pull request #4 from Facepunch/stream Stream
3 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
3 Years Ago
Only send chunks that have completed their first full update
3 Years Ago
Update TorchLight / SunLight in the full update thread and use ConcurrentQueue
3 Years Ago
Implemented ChunkViewer