127 Commits over 0 Days - ∞cph!
More protection around BlockPlacer. Added a better Inventory.HasItem method that doesn't have us making a new inventory item instance every time
this'll probably still happen, so putting IsValid here
Introduce a few metal nodes to the worldgen
Fixed alignment for node_rock, it was spawning inside the world 90% of the time
Reduced duck detection height a lot
Redo bothy feature, spawn a prefab with a flattening area
Crafted items will try to go to the hotbar first, and then try to craft into the overflow container
Adjust imported drone vmdl, fixed drone size/orientation
Fixed text size in settings, worlds page
Validate against a null biome?
Fix somehow having multiple players for one connection
Disconnect from server when quitting to main menu
Shrink the world back down again, remote clients are choking hard, so let's do networking properly first before doing this, version++
Spawn a camera in procgen so the player will acquire it on spawn, lets us see our desired post-processing in editor scene view
VoxelWorldState.CurrentVersion++
Up the world size as a test
Show outdated worlds with a red background
Make world save fetch/load more concise, TryLoadFromSelectedFile can fail if world is outdated
Fixed world save id being wrong when loading a world
Player position persistence
Add 0% state for all trees
Clear WorldPersistence.FileToLoad when exiting play mode in the Editor, fixes Terrain not showing up
Fixed nametag styles import, increased water plane size
Fixed reported NRE in MeleeWeapon
Use Swing HoldType for Sword... for now
Ignore debris tag in player collision
Hijack loading screen to show when we're loading world state
Possible NRE fix, show teammate's XP / level instead of local
Add TeamVitals, to show other players in the game
Fixed text size on inventory slots
Fixed text size on WorldsPage
Trying to simplify a bunch of our UI, there's a lot of mess
Would be good if I hooked this up
Show world name if trying to save an existing world
For now make spawnpoints a feature