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2,064 Commits over 944 Days - 0.09cph!
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
Hide block ptr in block raycast hit
Use voxel raycast for accurate block picking
Broadcast the actual block pos and min max instead of world space location
Add block type to block add rpc
Broadcast voxel map edits, quick and nasty for now, probably goes out of sync at some point
Block tool calls rpc to add blocks to server. Fix server side tools not receiving the picking ray. Update RMC.
Hard code random block colors for now so they're consistent across network
Network voxel world using NetSerialize
Release block types on reload. Make voxel map area bigger.
Save voxel world and load it back from file
Add generated voxel texture coords
Release voxel map properly
Finish porting native voxel example
Rename chunks native so it loads
Create chunk map and initialize to test it
Merge branch 'master' of github.com:Facepunch/SandboxGame
Move native voxel dll to correct directory
Started porting voxel example