244,558 Commits over 3,898 Days - 2.61cph!
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Show outdated worlds with a red background
Make world save fetch/load more concise, TryLoadFromSelectedFile can fail if world is outdated
Leaderboard backup, run #
13252
Shadow maps were stripped out for testing, readded
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Optimized some texture settings.
Reload FX.
Moved port coords for reload FX.
Expose Screen Space Shadows as a parameter for Directional Light
SSR uses our generic ScreenSpaceTrace methods 🙏
Correct curve for static_overlay custom fog blending for fog HDR values above 1.0f
https://files.facepunch.com/sam/1b1611b1/pl0WF6eu5Q.png
Delete MyComponent.cs
Add basic settings menu with audio sliders that save/load
Fixed world save id being wrong when loading a world
Player position persistence
Hopefully fix HighlightSelectBlock NRE
Can now hold right click to place 3d rect of blocks
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Adjusted IO counter to look better.
Should also be converted to TMP SDF to look less blocky.
Added back in pouch/satchel constraints (got nuked somehow)
adjusted reload animation timings to eliminate a few dead frames before you can fire
Possible improvement for the superscaled impact sparks.
Fallback carriable is more effective against wood
Fix not having punch animations in published build on new character
Added HighlightSelectedBlock to pickaxe and made it slightly more effective on soil
Added Stone Shovel and Stone Sword
Fix Character Select Modal not working on first startup
Fix Shovel and Sword positioning
Don't show BuildingOverlay over the Inventory
Melee Weapons use durability when hitting the world
Fix MeleeWeapon not hitting the correct block(s)
Using the Character Select menu in the Pause Menu will actually change your character instead of saving your existing character over it.
Update Stone Axe/Pickaxe to use proper models
Fixed NRE when trying to initialize a pie menu option without any description (fixes the NRE when holding E to eat a collectible)
SMG Crafting Recipe makes a bit more sense
Balance DamagePerItem for rock node
Fix rock resource being Wood type
Add Stone Pickaxe
Added Stone Axe
Added hold_R bone to sword.vmdl
Add placeholder audio for the wolf
Added an option to GroundWatch to consider deployables grounded when at least on their AreaCheck is still holding - useful for deployables with two differents free sockets
Fixes the digital clock getting destroyed by physics neighbor updates despite still holding on something
Temporarily removed explosion blur to error fix.
updated assetzoo
removed errors from first lookdev scene
Move albedo chart to bottom right corner, make it scale more aggresively to not take away screen space
Add button to toggle albedo chart
https://files.facepunch.com/sampavlovic/1b1611b1/CkUDe1JWMc.png
Made some Music to set the mood 🎵
Improved the Roller rolling sound
Fixes to normals and tiling on wallpapers
Update: Nuking the allocating StringView.Split
There's a non-allocating overload already present, so going to keep it default to help keep the 0-allocations approach.
Tests: none, trivial changes
FlattenGround: do bigger things first
added rural_a building kit
Update Mining Laser Item Icon
Added wainscotting C textures as optional addition to set, created skin objects for wainscotting B and C
First pass at implementing FlattenGroundComponent
https://files.facepunch.com/ziks/2024-08-16/sbox-dev_nWg5BriXua.png
https://files.facepunch.com/ziks/2024-08-16/sbox-dev_gZGfddKkMi.png
If you hit a wolf before it spots you, it will run away for a bit, howl to call it's friends, and come back for you