8,063 Commits over 3,806 Days - 0.09cph!
Game over, can respawn in the lobby
New players spawn as ghosts (except in lobby)
Added CharacterController.UseCollisionRules bool
Melee attack
Death
https://files.facepunch.com/ziks/2024-05-10/sbox-dev_nXqgcug2DS.mp4
Can query collision rules through PhysicsWorld
SceneTrace.WithCollisionRules( string tag, bool trigger )
Added CharacterController.UseCollisionRules bool
Fix Json.SerializeAsObject handling indexers
Can query collision rules through PhysicsWorld
SceneTrace.WithCollisionRules( string tag, bool trigger )
Added CharacterController.UseCollisionRules bool
Check for !IsProxy rather than IsOwner
Fix CSV parsing handing quotes
TMP_ButtonIconAnimator handles multiple SDF materials better
Wanderer enemy, difficulty progression
Escape / victory sounds
Let's re-use Mazer for enemies
Clothing
Lobby
First maze size
Fade in / out on level transition
https://files.facepunch.com/ziks/2024-05-09/sbox-dev_0f5X41Pv7B.mp4
Exit spawning, network tweaks
Material tweaks
Player / key / exit / treasure / enemy spawn points
Holdables, holders, throwing
https://files.facepunch.com/ziks/2024-05-08/sbox-dev_FU4lcevVPQ.mp4
Vaulting
https://files.facepunch.com/ziks/2024-05-08/sbox-dev_gXZCNR8dql.mp4
Movement aligns to grid, handles diagonal movement through corners
https://files.facepunch.com/ziks/2024-05-08/sbox-dev_znZKFeeT57.mp4
Reload strings on Alt+L in debug builds
Copy locale folder on build
Remove import-translations job
Refactor string loading to support different formats
Load strings from loose CSV files
I should stop tweaking the generator
Starting on movement
Fix wall placement, add lights
https://files.facepunch.com/ziks/2024-05-07/sbox-dev_Vmh62T1kst.mp4
Added a bunch of old assets
Spawn walls
Basic overall maze layout generation
https://files.facepunch.com/ziks/2024-05-06/sbox-dev_R4oVrgYbRY.mp4
Refactor, editor tweaks, working on generator
Add a bunch of mazes, can set item spawns
https://files.facepunch.com/ziks/2024-05-06/sbox-dev_9OU5DiHcmA.png
Initial commit
WIP maze resource
https://files.facepunch.com/ziks/2024-05-06/sbox-dev_ATtk51LrlD.png
Expression graphs can have signals
Means they can use variables, and control flow like conditions and loops
Input / output signals can be synchronous or async
Got simple expression graphs working again, now with signals
Automatically hook up input -> output signal for new expression graphs
Fix version 7 upgrader
Fix expression subgraphs
Failing test for expression graph using async
Use a dummy Signal type for all signal parameters
Basic test for async in expression graphs
Test for control flow async
Control flow nodes inherit async from body signals
Control flow nodes inherit async from body signals
Test for control flow async
Fixed build errors
Ignore .idea and .sln
Update with working Sdf2DWorld functionality
Cleanup
Use new project structure
Use new libpolygon API
HideInEditor -> Hide
Use WIP [Unicast] RPCs
Use new RPC filtering API
RPC filtering API change
Dirty include facepunch.libpolygon
Nicer display names for world component types
Don't need SdfNetwork component type any more
Fix triplanar hlsl
Generate UVs / tangents for 3D SDFs, for non-triplanar materials (#26)
https://files.facepunch.com/ziks/2024-05-03/sbox-dev_pV7DEZpr1B.png
Fix triplanar hlsl
Generate UVs / tangents for 3D SDFs, for non-triplanar materials (#26)
https://files.facepunch.com/ziks/2024-05-03/sbox-dev_pV7DEZpr1B.png
ShaderGraph: Fix black region in triplanar texture nodes
Facepunch/sbox-issues#5371
Nicer display names for world component types
Don't need SdfNetwork component type any more
Fix method identities not matching for generic declaring types
Fix component RPCs declared on generic types
Expression graphs can have signals
Means they can use variables, and control flow like conditions and loops
Basic test for async in expression graphs
Failing test for expression graph using async
Use a dummy Signal type for all signal parameters
Automatically hook up input -> output signal for new expression graphs
Fix version 7 upgrader
Fix expression subgraphs