branchsbox-corewars/maincancel
853 Commits over 516 Days - 0.07cph!
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.
Only show debug info when map is valid
Removed ChunkDataMap and added superior block data system
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
Add emission map, fix roughness
Support for higher quality materials
Improved shadows and lighting on testmap
Updated temp textures
Reduce the amount of blocks
Removed extra block textures & simplified textures
BlockEntity.CenterOnBlock
Fixed north neighbour chunks not having light map updated + don't call UpdateAdjacents per opaque/translucent SO but instead do both at once (optimization)
Cleanup shader and soften torch falloff
Fixed grass side texture id being wrong is next to translucent blocks
Merge branch 'main' of sbox-corewars
Reduce ambient lighting to make caves even darker and scarier
Reduce ambient lighting to make caves even darker and scarier
Fixed torch light propagation order
Torch light level will be 6 instead of 14 for testing
Added BlockType.IsPassable and BlockType.HasTexture. Added block entity system. Automatically add/remove entities that blocks require. Use will place a random Red, Green or Blue torch for testing.
Add ServerEntity and ClientEntity support to BlockType to create entities for blocks if required
Merge branch 'main' of sbox-corewars
Improve light fall off, restructure lighting packing, colored rgb lights
Added a real simple way of selecting blocks until something better is hooked up
Fixed Window block translucency and consolidate light dirtying
Don't cull faces if block is translucent
RGB torch blending. Remove sunlight volume and merge into lightmap
Fix remove queue not adding to right channel
Add light propagation code / seperate BFS passes for each color channel to support colored torches in theory
Avoid looping more than we need
Tidied up / refactored slightly. Translucent blocks are now their own scene object to allow for translucency pass. Now hand over to ogniK for shader magic.
Updated corewars test map
Allow lightmaps to share between adjacent chunks
Allow lightmaps to share between adjacent chunks
Recompile vmat
Rework lighting data handling
Removed log
Fixed dirt not using correct texture ids in chunks other than chunk 0, 0, 0
An attempt to get sunlight working / propagating properly
Various fixes / optimizations for torchlight
Tidy up torchlight code and have it process BFS queue on tick
Temp check
Merge branch 'main' of sbox-corewars
Further simplify attribute