3,308 Commits over 944 Days - 0.15cph!
Create landscape from 16bit height data. Experiment with Rust.World heightmap data.
Create landscapes at runtime from png image
Merge
Add Quat.FindBetweenNormals and Quat.FindBetweenVectors
Flexboxed the ingame console
endgame console command takes you back to menu
Add BaseEntity.Transform, remove internal virtual funcs for position/rotation/scale
Experimenting with loading models on another thread
Currently collisions don't work for some reason. Only assimp importing runs on the
thread so this must be some other timing issue
Check for git build in project generator
Add a flag to prevent subassets from reloading because their parent will handle it
Use gamemode name instead
Generte launchSettings.json too
Overwrite nuget config if it exists
Add console command to refresh addon list, add button on menu to use it
Add Rust.World. Add Color32
Merge branch 'master' of github.com:Facepunch/SandboxGame
Generate nuget config too, do cleaning in project generator
Clean up generted projects so it only shows relevant addons
Use premultiplied alpha when downscaling thumbnail
Prop thumbnail renderer (just a console command for now)
Merge branch 'master' of github.com:Facepunch/SandboxGame
Fix in root project generation
Can generate projects for addons outside of game root now
Making local addon sources merge together so you can use multiple
Fix enumerate performance
Allow writing again (files still need to exist though)
Enable asset server by default
Merge branch 'merge-localfs'
Enable asset server by default
Allow writing again (files still need to exist though)
Fix enumerate performance
Making local addon sources merge together so you can use multiple
Update Facepunch.Steamworks
Fix end game taking you through multiple (fast) load screens
Temporary fix for error spam on dedi
Addons load from the server properly now maybe
Strip names from Addon.json
Bunch of fixes for loding addons from server
* server now sends clients a list of all addons with versions
* removed name from addon.json, use folder name instead
* use correct path on disk for C# debug info (also applies to localfs)
Fix remover particle effect, there needs to be a start offset to be able to apply radial velocity (just realised why while typing this commit message)
Add burst scale and start position parameters, burst scale allows particle instances to directly set the number of burst particles by using a burst value of 1
Balloon pop particle asset. Move block break effect client side.
Add particle system scalar and material parameters
Decoupled particle system and entity by making particle systems an asset, benefits are no setup costs when spawning emitters, particles systems can be optionally loaded from an importer.
Experiment with particle instance parameters
Fix chunk mesh using rgb instead of bgr
Enable particle emitter shadow casting. Tint block debris particles.
Enable collision on world entities by default