7,484 Commits over 3,622 Days - 0.09cph!
Mark worldspawn and editable meshes as always net relevant
Seamlessly move grid mesh with camera origin so it never ends
Add texture origin to faces so textures can be planar mapped in world space
Redesign map builder from the ground up with networking in mind
Network mesh builder properties if mesh hasn't been modified
Fix texture coords on extruded faces
Server side editable mesh translation
Fix exception when translating editable mesh. Clear selectables when changing tool.
Fix map builder selection tool
Create new editable meshes on server
Hook up map builder tools to sandbox gamemode
Use fbx release libs
Terrain tool can line trace terrain entities that have any transform
Add fbx memory stream to load files from managed
Include and link fbx sdk 2019
Support morph targets again (broke when we updated to 4.19)
Terrain sculpt tool radius and falloff
Basic terrain sculpt tool
Add Landscape.GetHeightData
Calculate number of landscape components in X axis so editing works on non uniform landscape sizes
Add landscape heightmap update bindings
Initial support for updating regions of landscape heightmap and collision at runtime
Merge branch 'master' of github.com:Facepunch/SandboxGame
Add WorldEntity.LocalBoundingBox. Fix particle systems not using entity rotation for start location. Remove particle effect now spawns particles in oriented bounding box instead of world bounds.
Fix mouse axis value not being ignored for a frame when clicking on viewport
Move voxel testing to BlockBuilder gamemode. Update Chunks.Native
Hook up map builder tools to sandbox tool menu
Use WriteCompressedInt for editable mesh handles
Compress editable mesh serialization by using int16 for handles and flags for face properties
Net serialize editable meshes
Merge branch 'master' of github.com:Facepunch/SandboxGame
Pass mouse click events to game if mouse isn't on a view instead of routing through hud click events
Start making map builder into a general editor addon instead of a gamemode
Coherent mouse events return is mouse on view. Allow sandbox tools to use mouse clicks while ui wants mouse but not clicking on a visible ui.
Initial support for runtime landscape collisions
Merge branch 'master' of github.com:Facepunch/SandboxGame
Messing around with pure3d importer using https://github.com/handsomematt/Pure3D
Initial support for setting landscape materials at runtime, very messy proof of concept
Merge branch 'master' of github.com:Facepunch/SandboxGame
Create landscape from 16bit height data. Experiment with Rust.World heightmap data.
Create landscapes at runtime from png image
Merge
Add Rust.World. Add Color32
Merge branch 'master' of github.com:Facepunch/SandboxGame
Use premultiplied alpha when downscaling thumbnail
Prop thumbnail renderer (just a console command for now)
Merge branch 'master' of github.com:Facepunch/SandboxGame
Fix remover particle effect, there needs to be a start offset to be able to apply radial velocity (just realised why while typing this commit message)
Add burst scale and start position parameters, burst scale allows particle instances to directly set the number of burst particles by using a burst value of 1
Balloon pop particle asset. Move block break effect client side.
Add particle system scalar and material parameters
Decoupled particle system and entity by making particle systems an asset, benefits are no setup costs when spawning emitters, particles systems can be optionally loaded from an importer.
Experiment with particle instance parameters
Fix chunk mesh using rgb instead of bgr
Enable particle emitter shadow casting. Tint block debris particles.
Enable collision on world entities by default
Clamp block adds vertically 0-512 (for now, just to keep things sensible)
Clear mesh when chunk becomes empty