251,047 Commits over 3,959 Days - 2.64cph!
Added snow material variants to a few objects placed outside that were missing it
Scene2Prefab
Replace Chunks being entities and remove ChunkData class and consolidate the two. Received chunk data from server replaces local (pre-init) chunks.
Rewrite of how maps are handled instead of using [Net] give finer control + destroy any previous map
Merge branch 'main' of sbox-corewars
Icicle prefab tweaks / skipped LOD0 on all icicles and switched to using LOD1 as default / added shadowproxies to all icicles / these changes should lower the tricount by roughly 2 million on highest graphical settings
Scene2Prefab
Packaged addon download progress
Slightly moved dome radar door to close a gap
Scene2Prefab
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Added shadowproxies to arctic base lab modules to prevent light leaking through subpixels
Temporary fix for what seems to be duplication when an RPC is received before an entity is transmitted somehow (unconfirmed)
Bare managed interop setup for Hammer
FgdWriter: tell tools to reload fgds
Hammer: when reloading fgds instead of just clearing selection, make a backup and restore it
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Tweaked voxel material settings / roughness + metalness
Fix error with invalid block id
Removed .block asset and just use classes because it's easier and allows custom logic for blocks
Merge branch 'main' of sbox-corewars
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Improved shadow fade distance
Configure roughness on voxel.vmat so everything isn't shiny
Fix warnings in _settings.scss
Swap mounting order here to avoid xoofx/zio/issues/64
Removed SharedAssets from config, simplified this whole situation
Removed post processing from the bootstrap map for now
Pushed some placeholder textures for blocks 0-3 and updated voxel.vmat to use spritesheet.png atlas. Added spritesheet.tps file for ease.
Re-compile shader and add env_cubemap and light probe to boostrap map
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iron fence - col shape adjustment
Merge branch 'master' of sbox
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Tweaked speedline particles
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fix easy mech laser visual timing
Added basic BlockAsset class with just FriendlyName and TextureId for now
Added stub ChunkViewer component (will eventually handle loading of chunks)
Create ChunkViewer component and LoadChunk method in Player (for now, until we have component RPCs)
Send all map chunks to players on join (~32kb per chunk). Our maps will be small enough that we don't care.
Auto-swap min & max for convars if min > max
Allow specifying a minimum and maximum range for convars
Fix hi res screenshots not properly adjusting dof
Fix over brightening caused by saturation
Improved bump animation showing code
Merge new bump animation -> Snowmobile
Better player bump animation triggers. Play if there's a big velocity change (crashes etc), or if there's a sudden suspension compression.