251,204 Commits over 3,959 Days - 2.64cph!
Added biome support. Added proper chunk generation and seed support.
HandleChild stuff isn't needed now
InteropGen returning asref works as you'd expect
IParticleDefinition resource type, SceneParticles has constructors
Suitable spawn positions will be the center of the voxel
Allow defining SceneWorld when creating base SceneObject
GameGlue SetSceneMonitor* aren't needed
GameGlue.GetWorldEntity no longer needed
Set additive blending feature to be in the correct section, allow features.minimal to be compiled again
Remove CurrentSceneWorldChanged
Remove ParticleManager m_pSceneWorld stuff
Add SceneObject.Attributes ( replaces SetValue, SetComboValue, GetBoolValue etc)
Move SceneMonitorObject to obsolete file
Changed SceneWorld.SceneObjects to a HashSet
Show asset picker in a confirm dialog
Rework confirmation dialog with builder pattern and optional widget inside
Use confirmation dialog + object form for creating part & categories
Hammer: Experimental support for baking tilemeshes when exporting selected object to model https://files.facepunch.com/layla/1b1311b1/sbox_TgbMC0BNya.mp4
updated prefab, textures/materials
updated door prefabs, added nav blocker to some existing breakable (created new ones), added parameter to cctv/projector prefab
glass material/texture pass
added pebble alpha trim
fixed normal on riverbed texture
Merge branch 'master' of sbox
Layout improvement
Add simple property form with ondirty/onsave callbacks for parts and categories
Hammer: Add zooming and panning to fast texture tool so it's a bit more usable https://files.facepunch.com/layla/1b1211b1/sbox_TQOriGr5yY.mp4
Add generic return type to GameTask.FromResult
Package block updates into a single compressed update
Added F to blow a hole in something for testing. Use GameTask.FromResult to return vertex data from StartUpdateVerticesTask. Don't keep a list of vertices around that is used cross-threads.
GameTask.CompletedTask and GameTask.FromResult<T>
Restore SceneWorld.SetCurrent legacy functionality
MonitorSceneObject becomes ScenePortal
Added max iterations to Map.Trace. Only remove the old shape from the world body after the first one is added. Because this update is threaded it can cause a slight collision issue until the new shape is resolved otherwise.
Comment out GetAvailableThreads as it isn't whitelisted for public
Add a delay to player block placement / removal
Various updates to improve threaded tasks
Add video setting for water ripples
SceneParticleObject to Engine
Type Forwarding
Backwards compatibility for Light
SceneObject registers handle
Move SceneModel to Engine
InitAnimGraph ( avatar on menu screen works again )
Add Global.SceneWorld, Global.SceneWorldDebug
Call GameLoop.OnWorldSession when worldsession available
Light becomes SceneLight, AnimSceneObject becomes SceneModel
Use a better cvar name for reflections
Rebuild sbox_glass, recompile glass material
Return Task instead of void
Add ability to toggle SDF reflections in the settings menu
true & false are now valid values for convars
Show jump strength indicator underneath player for now
Don't perform a mesh build if any adjacent neighbour chunks are still updating
Ensure that the full update task is not running before rebuilding mesh
Fix
Tutorial mode: glow around pedal during perfect pedal timeframe
Testing some stuff
Everything seems to be running with threaded tasks pretty well now. Don't allow the player to move if they're in a chunk that hasn't had collisions updated yet.
Merge pull request #3 from Facepunch/threads
Removed Block Slice Stuff / Perform Threaded Chunk Updates