244,562 Commits over 3,898 Days - 2.61cph!
Fixed position for dropped block
I don't know what this is doing but it's making everything too dark
Make noise texture match voxel resolution
Fixed block item temp world model
Fixed some issues in hotbar
Update inventory UI style
Crafting menu style improvements
setting up wallpaper viewmodel in unity
Get rid of BlockItem - do it another hacky way for now, solve this problem of multiple item types later
Fix
Send chunk info from host to clients when they join (this is pretty shit), commented out because it's crashing?
pine tree and actual fix for tree hit boxes
Merge branch 'main' of sbox-hc2
Spawn item on block destroy
Add BlockItem. Make some stuff in Item virtual. Add Item.Name (virtual). Can use BlockItem.Create( Block, int ) to create a block item.
Blocks respect GatherSourceKind
hitching tweaks
- project hitch joint
- move ridable queue processing to fixed update
Renamed wainscotting icon and added minor grunge added to textures
Digital clock material and texture update
Update to Digital Clock material
multiple trees
Merge branch 'main' of sbox-hc2
Durability should be saved to Inventories now. Removed debug logs for it.
Implemented Mining Laser / TraceWeapon functionality. Added StatModifier which prevents BaseStats being applied on top of it since it's a basic tool.
Enabled cutout on default wallpaper skin materials, so you can see the wall grade behind
Block health working
Every hit does 1 damage for now
Digital Clock - Moved Materials Folder. Updated prefab text position. Updated mesh.
Updated Wallpaper Viewmodel and World Model to use updated FBX
Updated Wallpaper Viewmodel and World Model Material to use an opacity map
Added Wallpaper Viewmodel and World Model Opacity Map
wallpaper entity updated with wallpaper wm
Fix possible NRE in drone chase graph
Starting on block health
exported wallpaper viewmodel rig/anim set with latest wallpaper model
Get rid of hardcoded gradient
Update the page prefabs with branding, logo and layout masks enabled
NetworkSpawn persistence-created prefabs
unpacked prefabs for divesite
corrected robot_shell_a colors + scale
Add [JsonIgnore, Hide] to BlockToIndex
Small tweaks to subway texture grime, added wainscotting (still WIP)
Remove AllowedTools in favor of a GatherSourceKind (MaterialKind) on the Block defintion. Remove MinimumEffectiveness from the defintion too as it'll be unused in Zik's damage system
Added green wallpaper placeholder icon
Folder cleanup
Added Mining Laser Item/Prefab and TraceWeapon (Doesn't do anything yet)
World Update 2 -> Legacy Wood Pile Improvements
Tweaked doorway wallpaper socket offset so you can't deploy wallpaper from the hard side when theres no door
bothy update
Merge branch 'main' of sbox-hc2
DoPrepare to get an id on the new divesite prefabs
Cleared out divesite_a and c replicas
Updated manifest
Re-added to populations to ensure proc gen spawning for the new prefab paths