6,595 Commits over 3,408 Days - 0.08cph!
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
Add entity NetSerialize and NetDeserialize, this is slightly different to replicated properties, serialize is called every time a remote client wants to open up a net channel for an entity
Merge branch 'master' of github.com:Facepunch/SandboxGame
Only set weapon current ammo on authority
Fix world spawn brush collision. Fix displacement collision.
Play lil ui click sound when selecting tool. Tool menu uses Q key. Don't select tool if already selected.
Attach balloon rope to root parent entity, there's issues with attaching constraints to child entities
Weld tool
Freeze/Unfreeze root parent entity
no collide tool
Clear ghost target when it's not longer valid
Make balloon the parent of the rope it's attached to so it removes when the balloon pops
Add WakePhysics and SleepPhysics. Wake constrained entities on remove.
Add safer BaseConstraint.IsEntityConstrained
Remove relevant constraints before removing entity
Move absolute pos rot scale to base entity. Use absolute scale for rope constraint so balloon rope is the same length regardless of balloon scale
Refactor tools to call left click on both client and server
Don't attach thrusters onto other thrusters, change their properties instead
Add spawn position offset to particles (spawn inside box) Add BoundingRadius and BoundingBox getters to world entity
Remover tool and remove effect
Add wooden crate props from rust