reposbox-corewarscancel

875 Commits over 334 Days - 0.11cph!

10 Months Ago
Send all the things
10 Months Ago
Just set it to /texture/ maybe?
10 Months Ago
Set resource paths
10 Months Ago
Build the collision shape on the client again
10 Months Ago
No need for async here
10 Months Ago
Added Map.BuildCollisionInThread and set to true
10 Months Ago
Started work on dynamic chunk loading/unloading Implemented ChunkViewer Update TorchLight / SunLight in the full update thread and use ConcurrentQueue Only send chunks that have completed their first full update Added ChunkGenerator class. Added PerlinChunkGenerator class. Added Map.IsInfinite and Map.SetMaxSize. Implemented SetMaxSize properly. Set it to 256, 256, 128 as it was before to test Merge pull request #4 from Facepunch/stream Stream
10 Months Ago
Added ChunkGenerator class. Added PerlinChunkGenerator class. Added Map.IsInfinite and Map.SetMaxSize. Implemented SetMaxSize properly. Set it to 256, 256, 128 as it was before to test
10 Months Ago
Only send chunks that have completed their first full update
10 Months Ago
Update TorchLight / SunLight in the full update thread and use ConcurrentQueue
10 Months Ago
Implemented ChunkViewer
10 Months Ago
Started work on dynamic chunk loading/unloading
10 Months Ago
Fix that condition
10 Months Ago
Don't try to generate a tree if it'd leak into another chunk
10 Months Ago
Added biome weighting
10 Months Ago
Added biome support. Added proper chunk generation and seed support.
10 Months Ago
Suitable spawn positions will be the center of the voxel
10 Months Ago
Var this
10 Months Ago
Package block updates into a single compressed update
10 Months Ago
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.
10 Months Ago
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.
10 Months Ago
Comment out GetAvailableThreads as it isn't whitelisted for public
10 Months Ago
Add a delay to player block placement / removal
10 Months Ago
Various updates to improve threaded tasks
10 Months Ago
Return Task instead of void
10 Months Ago
Various fixes
10 Months Ago
Don't perform a mesh build if any adjacent neighbour chunks are still updating
10 Months Ago
Ensure that the full update task is not running before rebuilding mesh
10 Months Ago
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
10 Months Ago
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.
10 Months Ago
Testing some stuff
10 Months Ago
Added support for sending many chunks at once compressed. Removed support to show back faces for now (need to solve z-fighting.)
10 Months Ago
Added BlockType.CullBackFaces and don't cull back faces for leaf blocks
10 Months Ago
Some UI tweaks and hotbar wrap fix
10 Months Ago
Automatically perform threaded full updates of chunks closest to the player first
10 Months Ago
Added Player.TryGiveBlock and automatically remove / cleanup orphaned items
10 Months Ago
Renamed HotbarSlot to a generic InventorySlot. Hooked Hotbar UI to inventory system. Fixed a bug where item ids started at 0.
10 Months Ago
Queue a threaded full update on neighbouring chunks when a new chunk is initialized
10 Months Ago
Added a simple dot crosshair
10 Months Ago
Added Map.ToSourceBBox and add parameter to Map.SetBlockInDirection to check for collisions. Players can no longer place blocks if it would collide with an entity
10 Months Ago
Changes to how maps are loaded. Prevent Source hang dialog by turning GeneratePerlin into a Task. Added Map.OnInitialized. Only send maps to players if the map is actually initialized / generated.
10 Months Ago
When holding Shift you won't fall off the block you're on
10 Months Ago
Added Voxel.GetBlockType() Make Map.GetSourcePosition and Map.GetVoxelPosition static
10 Months Ago
Added Chunk.GetVoxel and Map.GetVoxel and Voxel struct. A slightly slower but nicer public API for dealing with blocks but heavy operations can still grab everything manually.
10 Months Ago
Fixed block slices not updating properly when an opaque block is removed next to a translucent one Merge branch 'main' of sbox-corewars
10 Months Ago
Allow lighting to be fetched from z chunks
10 Months Ago
Removed ao details from material
10 Months Ago
Turn it into a PerlinGenerationConfig struct to pass in
10 Months Ago
Always ensure that there is some form of block at the bottom most level
10 Months Ago
Fixed grass and (temporarily) generate a list of suitable spawn positions