7,945 Commits over 3,745 Days - 0.09cph!
Brush drawing, right click drag to rotate, basic lighting
Initial commit
Add sbox-csg submodule
Grid and basic camera
Started adding a test GL
Explosions
Add all the weapon stuff + update submodule
Update sbox-csg
Compatibility with master branch
Rapid fire, explode on contact
https://files.facepunch.com/ziks/2022-11-05/rapid-fire.crf28.mp4
Switch to using RPCs to send modifications
Material tweaks, updated sbox-csg
Merge sub-faces greedily #9
Update sbox-csg, subtract from all solids on click
Fixed IsStatic not being networked
CsgHull merging, refactor
Remove redundant vertices from hulls
Early intersection check before modify
Fixed crash when deleting a CsgSolid
Grid-based connectivity checking #8
Set grid size for world
Grid tweaks
https://files.facepunch.com/ziks/2022-11-02/sbox-dev_yvU0r91f6Y.png
Grid-based spatial partitioning #1
Use separate SceneObjects for world chunks
Fixed connectivity check / disconnection
Some cleanup
Fixed connectivity check / disconnection
Some cleanup
Use separate SceneObjects for world chunks
Grid-based spatial partitioning #1
Fixed splitting large solids by a grid
Fixed timer display freezing when hijacking a replay
Swapped MeshUpdate and CollisionUpdate, fixing #2
Added a simple building to the initial world
Fixed some surfaces not getting painted on disconnect
Manually call Disconnect() to trigger a connectivity check
Support for multiple materials
https://files.facepunch.com/ziks/2022-10-28/sbox-dev_aJHzu9y2Wa.mp4
Attempt to fix all colliders being refreshed unnecessarily
WIP materials
Basic support for different materials
Fixed possible crash when removing colliders
Make sure client copy of disconnected solids have initial geometry
Fixed fully subtracting CsgSolids
Calculate mass for disconnected objects
Wake up CsgSolids on modify
Fixed CsgSolid.WorldToLocal
Disconnected geometry becomes a new entity
Enable multiplayer
https://files.facepunch.com/ziks/2022-10-27/csgmultiplayer-compressed.mp4