251,116 Commits over 3,959 Days - 2.64cph!
Assigned rootBone on Model scripts on mlrs.entity, modular_car_camper_storage, and SantaSleigh (prevent Manifest rebuilds complaining).
Throw exception when trying to create a null particle system
Better than cryptic asserts
Slightly improve breakable commands code
Merge branch 'master' of sbox
security light - adjusted col shapes
Merge branch 'master' of sbox
merge from reflection-blending
Delay reflection probe update during weather sting effects (lightning)
Bunch of convars for testing:
reflection.resolution
reflection.updateinterval
reflection.timeslicing
Added vm driving test anim, animator, prefab, relevant new scripts from Jarryd, and set snowmobile driver seat to use new driving vm prefab
Disabled rich text on server name and tags
layout fixes
Preserve child scene object local transform when setting parent transform
Turn it into a PerlinGenerationConfig struct to pass in
Always ensure that there is some form of block at the bottom most level
Fixed grass and (temporarily) generate a list of suitable spawn positions
Fixed Asset Selector regression with compiled only assets
Update light maps immediately on chunk initial load + when refreshing. Grass blocks will not show their grass if there is no sunlight.
Cleaning out shoreline waves
Fix hitches when entities crossing pvs due to entity list update
SE ready for final sculpts
Increase world size Z by double. Mess around with generation a little for testing. Refactor UpdateNeighbours. Add Chunk.GetNeighbour.
Merge branch 'main' of sbox-corewars
updated base test materials (removed old test ones)
Remove special profiling stuff
Change how NoteGameLoopStage works, record Present time
SE roadside features / backup
Looking at a deferred method for the paint
Fixed scaling and resolution issues
Hide tags and server name for now
Added FastNoiseLite and some additional generation
Lobby.JoinGame remove [] wrapped steamid from connect
Fixed data being removed immediately after being set by the server 🙄
Run full torch update and sunlight propagation in a thread for connecting players initialization
Fixed cursor position setting being wrong in editor mode
When placing a block pass the direction the player placed in. Have all torch blocks extend BaseTorchBlock. Have TorchEntity use the direction data to determine which side to place against.
merge from spray_repaircooldown_fix
changed laser currency symbol
tweak octopus minion spawn glow
tweaked octopus minion core
Only show debug info when map is valid
merge from spray_repaircooldown_fix
Removed ChunkDataMap and added superior block data system
Fixed not being able to find shaders if addon isn't in addons folder
Delete compiled
Update .addon
Ignore compiled files
Art sources for studio light projector
Experiments
Update Block Slices in a worker thread (thanks @Metapyziks for pointing out I needed ThreadStatic)
Send a connecting player 8 chunks a time but still very quickly
Merge branch 'main' into tasks
Start fleshing out an Inventory API
Stashing work on Inventory API
Fixed RPC related issues
Added test_item and MainInventory population
Added ChunkDataMap (currently only storing block health). Moved some stuff out of Game and into Map. Modifying ChunkDataMap values will network them accordingly. Block health is reset to 100 whenever a new block is created.
Cleanup old logs
InventoryContainer.Serialize / Deserialize
Added NetInventory a convenience BaseNetworkable with custom INetworkSerializer that will perform an initial synchronization of an InventoryContainer
Make sure InventorySystem.ClientDisconnected is called to properly clean up InventoryContainer connections
Fixed item stacking when using custom data. Refer to item types by library name or generics. Add test stack code.
Use library identifier instead of name. Fixed default stack size. Fixed stack size overflow.
Merge pull request #1 from Facepunch/tasks
Tasks + Inventory + Health
GameTask.RunInThreadAsync (#162)
* GameTask.RunInThreadAsync
* Whitelist System.ThreadStaticAttribute