userJames Kingcancel

8,073 Commits over 3,806 Days - 0.09cph!

2 Years Ago
Added histograms
2 Years Ago
Fixed timer display freezing when hijacking a replay
2 Years Ago
Create LICENSE
2 Years Ago
Create README.md
2 Years Ago
Create LICENSE
2 Years Ago
Updated sbox-csg
2 Years Ago
Swapped MeshUpdate and CollisionUpdate, fixing #2
2 Years Ago
Added a simple building to the initial world
2 Years Ago
Tick refactor
2 Years Ago
Fixed some surfaces not getting painted on disconnect
2 Years Ago
Manually call Disconnect() to trigger a connectivity check
2 Years Ago
Untabify all
2 Years Ago
Untabify all
2 Years Ago
Support for multiple materials https://files.facepunch.com/ziks/2022-10-28/sbox-dev_aJHzu9y2Wa.mp4
2 Years Ago
Attempt to fix all colliders being refreshed unnecessarily
2 Years Ago
WIP materials Basic support for different materials
2 Years Ago
Updated sbox-csg
2 Years Ago
Fixed possible crash when removing colliders
2 Years Ago
Update sbox-csg
2 Years Ago
Make sure client copy of disconnected solids have initial geometry
2 Years Ago
Update sbox-csg
2 Years Ago
Fixed fully subtracting CsgSolids Calculate mass for disconnected objects
2 Years Ago
Wake up CsgSolids on modify Fixed CsgSolid.WorldToLocal
2 Years Ago
Disconnection
2 Years Ago
Disconnected geometry becomes a new entity
2 Years Ago
Fix clothing
2 Years Ago
Enable multiplayer https://files.facepunch.com/ziks/2022-10-27/csgmultiplayer-compressed.mp4
2 Years Ago
Left click to subtract
2 Years Ago
Fixed collision body not being valid on client
2 Years Ago
Dodecahedron brush
2 Years Ago
Create CSG world on the server
2 Years Ago
Added CsgBrush resource type, networked edits
2 Years Ago
Make Sprite a normal Entity, use SceneObject directly Use a single background sprite again Sprite rendering fixes
2 Years Ago
Allow sending compiled shaders to clients
2 Years Ago
Initial commit Add sbox-csg submodule
2 Years Ago
Initial commit
2 Years Ago
Remove chunks with volume below a threshold
2 Years Ago
Create README.md
2 Years Ago
Initial commit Convex mesh generation working Working on Union operator, concave meshing Concave meshing works! Working on meshing rewrite Triangulation rewrite Fixed normals Got rid of allocations Attempting Reduce() Refactor, dodecahedron gen Merge node pruning is sort of working Player, demo room, destruction Make sure geometry updates in edit mode Remove some zero-volume leaves Made mesh generation recursive, still generating redundant faces Re-use planes where possible Basic node array reduction Some debug drawing Fixed generating the same face multiple times Some merge optimisation Fixed face cut point clamping Stability tweaks Serialization, got rid of NativeArrays Refactor Trying out another strategy Only working with convex solids now Still got some precision issues Almost almost working Texcoords, material index, fixed transforms Eliminated unnecessary cuts Working on connecting adjacent faces on shape addition Fixed some cases where hidden faces weren't getting connected Fixed a bug with subdividing faces Tweaks Fixed dumb plane exclusion check Tweaks Make disconnected stuff fall On disconnect, each island gets its own object Can keep subtracting from debris Grenades House Added Paint operator Fixed debug label positions Increased fire rate Calculate mass Fixed a lingering precision issue More stability Even more stability On disconnection, the part with the smallest volume gets a new object Started work on breaking arbitrary meshes into convex polyhedra Upgraded unity, working on stability Better random dodecahedra Fix case where two brushes are added next to each other Divide world into grid Detecting zombie polyhedra Simplify adding, fixed zombie polyhedra case Painting fixes Fixed another zombie case Midway through a rewrite Fancy animated gizmos Fixed flipping faces A bunch of face splitting fixes Edge case fixes More fixes Seems to be pretty stable now Re-implemented disconnection Don't split if new split face is degenerate Re-implemented Replace operation Re-implemented painting Grid splitting Some final stability fixes, face merging Don't shoot when gaining focus
2 Years Ago
Fixed client-only animated sprites
2 Years Ago
Added Sprite.UvRect property Use a single tiled sprite for the background
2 Years Ago
Fixed UI / brush colour
2 Years Ago
Added Sprite.Opacity Fixed Sprite.AnimationPath resource type Set Transmit and model of Sprite in Spawn()
2 Years Ago
Fixed support for Leaderboard<float> and Leaderboard<TimeSpan>
2 Years Ago
Most sprite properties should be supported client-only now
2 Years Ago
Fixed setting ColorFill and ColorTint on client-only sprites
2 Years Ago
Fixed FromNotAutoPropertyStruct leaderboard test
2 Years Ago
Support building a leaderboard type from a single field type Support for Leaderboard<float> Some typed leaderboard tests
2 Years Ago
New leaderboard API
2 Years Ago
Code-first typed leaderboards, support for creation / writing / reading Read leaderboard type info from local addon assemblies in tools Display custom leaderboard types in the menu https://files.facepunch.com/ziks/1b2011b1/sbox-dev_xm1fXA5ej8.png Fixed leaderboard details having too much padding Support for marking entries as deleted in the backend Refactor to nest leaderboard attributes etc in the Leaderboard struct Built-in support for periodic leaderboards (daily / weekly / monthly) More refactoring * Leaderboard has too many fields to justify being a struct anymore * Nested Leaderboard.Update and Leaderboard.Entry * Leaderboard<T> can inherit from Leaderboard now, much less repetition Leaderboard API documentation Finish merging in Histograms