244,570 Commits over 3,898 Days - 2.61cph!
overly simplified basis for hitchable entities
Digital Clock Material Updates
Added Voice Component to Player Prefab (No UI, I'll leave it up to Alex)
Added belt pelts to skeleton/prefab
Optim: StringView.Split can use user provided temp storage
ServerInfo uses a pooled list to as a go-between the StringView and HashSet. This provides last noticeable change that reduces an allocation per ctor, with average going down by 1.3 (8.31 -> 7).
Also reinforced empty tags to not allocate a new empty set everytime.
Tests: checked ServerBrowser - tags still recognized.
Mobs play sound on being hit
Make world gen a bit flatter for now
Fix destroying voxels on non-host
Darker test colors until we have a proper palette
Don't serialize MaxStack with Item (since it references ItemAsset)
Change smg recipe for now so we can actually make it
Added CanCraftItem
Add CombinedItems to Inventory and use that for checking CanCraftItem. (Since your combined total could be across both hotbar and inventory)
Implemented Crafting
Bump up world height to 128
Update of digital clock screen size
Hacky voxel modification networking
Optim: Replacing ServerInfo.Region with StringView instead of string
Avoids another optional allocation, avg count went down by 0.6 (8.95 -> 8.31). This looks like mostly it for clear&easy wins.
Tests: Checked server browser, it displayed region tags
Nametag same as vitals
Compass uses transparent center texture
Vitals uses character name
VoxelWorldGen component, use seed
Use new modification stuff for voxel damage
Can only MoveOne or Split to slots when the target slot is the same item type
player update. 3p handcuff anims exported with wounded anims. WoundedFromCrawlingHandcuffed override controller updated with the wounded handcuffed anims
Final prefab (code fix pending)
Add Category to ItemAsset
Fix NRE on Vitals when no character is selected
Don't NRE when an icon has yet to load
Very Basic Crafting Menu
Only drop to world item when dragging if we're over the back panel
Import vox at 4 inches per voxel, don't try to center it
Make compass smaller
StatUpgradesPanel as part of HUD
Tweak stat upgrades / inventory styling (we should probably do a full screen for this)
Fix dropping item by dropping out of slot
Don't create whole new item when moving one if there's only one to move
Item now implements IValid
Forgot to rename inventory UI stylesheet
Add ItemDragType. Implement moving one item from stack, or splitting stack in half and moving. Drag outside of any slot to drop the item in the world (untested.)
Fix screen trace depth function for reverse-z
Multi-sampled shadow trace, apply free antialiasing using derivatives of dFdx and dFdy
Dont need bend_sss anymore
Hotbar styling test
Vitals UI, shows XP/level (as donut) and health (as progress bar)
Compass style tweaks
Remove big XP bar
Hotbar styling tweaks
Move chat top-left, make it less obtrusive
Server can send construction errors debug logs to client, will show up both in chat and logs if errortoasts_debug is true
Moved the error handling logic out from BasePlayer to GameTip
Fix client / server compile errors
Started on voxel networking boilerplate
Implement world gen as IModification
Digital Clock art pass placeholder textures
Modeldoc vox importer uses a block size of 8 units instead of 10