branchsbox-corewars/maincancel

853 Commits over 516 Days - 0.07cph!

2 Years Ago
Send all the things
2 Years Ago
Just set it to /texture/ maybe?
2 Years Ago
Set resource paths
2 Years Ago
Build the collision shape on the client again
2 Years Ago
No need for async here
2 Years Ago
Added Map.BuildCollisionInThread and set to true
2 Years 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
2 Years Ago
Fix that condition
2 Years Ago
Don't try to generate a tree if it'd leak into another chunk
2 Years Ago
Added biome weighting
2 Years Ago
Added biome support. Added proper chunk generation and seed support.
2 Years Ago
Suitable spawn positions will be the center of the voxel
2 Years Ago
Var this
2 Years Ago
Package block updates into a single compressed update
2 Years 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.
2 Years 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.
2 Years Ago
Comment out GetAvailableThreads as it isn't whitelisted for public
2 Years Ago
Add a delay to player block placement / removal
2 Years Ago
Various updates to improve threaded tasks
2 Years Ago
Return Task instead of void
2 Years Ago
Various fixes
2 Years Ago
Don't perform a mesh build if any adjacent neighbour chunks are still updating
2 Years Ago
Ensure that the full update task is not running before rebuilding mesh
2 Years 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
2 Years Ago
Added support for sending many chunks at once compressed. Removed support to show back faces for now (need to solve z-fighting.)
2 Years Ago
Added BlockType.CullBackFaces and don't cull back faces for leaf blocks
2 Years Ago
Some UI tweaks and hotbar wrap fix
2 Years Ago
Automatically perform threaded full updates of chunks closest to the player first
2 Years Ago
Added Player.TryGiveBlock and automatically remove / cleanup orphaned items
2 Years Ago
Renamed HotbarSlot to a generic InventorySlot. Hooked Hotbar UI to inventory system. Fixed a bug where item ids started at 0.
2 Years Ago
Queue a threaded full update on neighbouring chunks when a new chunk is initialized
2 Years Ago
Added a simple dot crosshair
2 Years 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
2 Years 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.
2 Years Ago
When holding Shift you won't fall off the block you're on
2 Years Ago
Added Voxel.GetBlockType() Make Map.GetSourcePosition and Map.GetVoxelPosition static
2 Years 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.
2 Years Ago
Fixed block slices not updating properly when an opaque block is removed next to a translucent one Merge branch 'main' of sbox-corewars
2 Years Ago
Allow lighting to be fetched from z chunks
2 Years Ago
Removed ao details from material
2 Years Ago
Turn it into a PerlinGenerationConfig struct to pass in
2 Years Ago
Always ensure that there is some form of block at the bottom most level
2 Years Ago
Fixed grass and (temporarily) generate a list of suitable spawn positions
2 Years Ago
Bounds checks
2 Years Ago
Update light maps immediately on chunk initial load + when refreshing. Grass blocks will not show their grass if there is no sunlight.
2 Years Ago
Fixed compile errors
2 Years Ago
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
2 Years Ago
updated base test materials (removed old test ones)
2 Years Ago
Added FastNoiseLite and some additional generation
2 Years Ago
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