127 Commits over 0 Days - ∞cph!
Fixed not being able to drop items [whoops]
Change path of loading a world, so it should only load once for host and remote client
Update inventory UI style
Crafting menu style improvements
Send chunk info from host to clients when they join (this is pretty shit), commented out because it's crashing?
NetworkSpawn persistence-created prefabs
Set the current save id and name when loading it
Actually get the world ref in worldspage
WIP saving world from pause menu
Hook in process of loading in your selected world
Add new worlds page to UI, list out saved worlds
Some prep for picking world save file to load in menu system
Add temporary workaround for not being able to access PrefabInstanceSource for already-broken prefabs
Refactor ProjectileWeapon so we can chuck out non-projectiles (like glowsticks later)
Fixed bob being fucked at incredibly high framerates
Update procgen.scene skybox, fog (from jase)
Better slot styling again
Hook in effect prefab as well
Add sounds to fists, nerf damage a lot
Add metal node, metal fragment item
Remove the random item giver
Add fallback weapon (hands) that can resource gather and destroy blocks
Can drop items in inventory
Fix NRE if trying to drag empty slot
Add dummy item for drag drop
Inventory drag drop logic
Style the slots a little bit
WIP inventory item interaction
Expose VoxelRenderer.Size, just so we can play with the size in-editor
Increase map size, replace water with a colored plane for now
Replace tree branch with tom's new model
Add depletion stages to rock node
Add item icon editor, tree node, tree branch item (pending model)
Spawn world item over network
Better world placement for node-created items
Removed ruby animgraph, use code to spin world items around
Don't destroy the world item if we can't insert it into our inventory