255,038 Commits over 3,990 Days - 2.66cph!
Initialize health in BlockState.OnCreated
Update voxels
Update voxels + shader
Merge branch 'main' of sbox-corewars
Make ragdolls shrink out of existence
Fix player's ragdoll not being accurately positioned
Change Set/GetHealth to Set/GetBlockDamage and update in BlockState
Fixup bit shifting for damage
Fixed rail siding overlap issues
Menu & maplist key binds in ui
Do not preview particles on prop_static to match in-game behavior
Added model particle previews to Hammer
Add a translation gizmo to ModelDoc's particle node
Additional art on Pop Rock
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Added Deferred Mesh Decals script to fuel tank mesh in TrainWagonC prefab. This will fix the missing mesh decals
Remove log and update texture 3d test (probably wrong)
Shortened buffers on train wagons, workcart_new and their gibs
cherrypicking
70614 Fixed junkpiles spawning on rail
Update sbox-voxels
Set BuildingBlockState health to 100 on creation
Add building block material types and damage multipliers for each block type
Remove secondary attack destroys block logic
Add BlockDamageWeapon with logic to destroy blocks over time (set last damage time so states can reset health after time if not attacked)
Have Axe and Pickaxe extend BlockDamageWeapon
Update sbox-voxels submodule and only set BuildingBlockState to dirty if Health is less than 100
Add ChunkLightMap.SetHealth / GetHealth and have a seperate PendingData and Data for volume texture updates
Add BlockState.OnCreated and BlockState.OnRemoved and update volume texture for health accordingly
Fixed junkpiles spawning on rail (can be cherry picked to main)
EngineGlue KV to Json
Call RegisterType, UnregisterType on base classes
Add GraphicsView.Items
Build NodeGraph UI from Graph
regret trying to use a nodegraph for this
https://files.facepunch.com/garry/7583a294-9fc7-40e5-9b8d-fa361c47401b.png
New Player Overlay style
Course timer style
More Course Timer Styles
updated train mesh with glass for the cabin
added glass material reusing already existing glass textures
adjusted train mesh
added ladder volume at rear to gain access to the top of the train from that side
Backup 2022/05/04 13:40:00 UTC
Add BlockState.ShouldTick and BlockState.TickRate let states decide if they do anything
Converted placement routines to compute
fix typos and styles on controls tab
Add Time remaining header to map-end
Just only send the dirty ones that have a valid state still
Course Timer, GameEnd, Mapvote, Podium, Controls
Remove dirty block state update if a block is removed
Try using BinaryHelper to ensure state updates don't fail if a current block doesn't support that state
Add WeaponItem / Item to Weapon class so that weapon tiers can be accesseds
Added Pickaxe and Axe stubs and start working on block destruction
Portal Grenade prediction tweak
Crossbow / Crowbar clean up
Make sure that all stats are copied across when CollateTrainTracks splits up a spline
Some dodgy splines in the train tunnels are keeping my new, correct spline tangent calculation from working there. Rather than go through all the underground splines at the late hour, this commit is a temporary solution. Use the new system on above-ground rails and the old system in the train tunnels.
Fixed trains now being able to spawn facing in reverse anymore. This was an issue with the value being exactly on a LUT point
additional Hotspots (drywall,wooden beam)
deleted old files
Fix layerclear failing due to resolution rescaling
Removed unused assets
reduced the number of new textures to be used
organised train specific folders so it's navigable and tidier
Reduced texture sizes
updated train mesh, reduced gaps in the mesh and improved vertex painting
red and blue channels now work as expected
added collision mesh
added uv2 ao map to ground train a bit more
added additional decals around the train
prop_physics can now spawn models that have multiple bodies with the pose they have in hammer https://files.facepunch.com/layla/1b0411b1/sbox-dev_EjWQLSxBr1.png
Backup 2022/05/04 07:40:00 UTC
Better fix, just remove the inside group checks