921 Commits over 516 Days - 0.07cph!
Add INameplate interface for entities to implement
Add Nameplate / Nameplate.scss
Implement INameplate for Player, ItemStoreNPC and TeamUpgradesNPC
Prevent various actions when a player is dead (or observing / spectating)
Hide Hotbar and Vitals when a player is dead or spectating
Call an RPC on respawn to set a flag that view angles should be reset to zero in the next BuildInput
Reset MoveController on Respawn
Remove IsInBounds check from MoveController
Update sbox-voxels
When a player is below the world have them take 1000 fall damage
Remove barage explosion and hit sound for Crossbow
Use Touch instead of StartTouch
Update sbox-voxels
Add volume tag to volume entities
When holding shift traces will ignore volumes in the map editor
Add Mins and Maxs to IVolumeEntity
Fix styling error by adding &:last-child to InventorySlot rather than parent
When holding shift and using the Duplicate Blocks tool, entities will also be copy and pasted
Pass copyEntities parameter to initialize
Update corewars_conna test map to include 4 different bases, a bunch of gold generator islands and a center crystal generator island
Add test take_damage command
Don't add margin to the last item in the Hotbar
Add Stamina and IsOutOfBreath to Player and update accordingly in Simulate
Update player stamina in MoveController and check if a player is out of breath before running or jumping
Check and update stamina when using melee weapons
Add Vitals display to bottom of Hud to show Health and Stamina
Added ToastList and Toast methods to Hud
Add kill feed items when a player dies
Have Gold and Crystal spawn slower
Added resource counts to ItemStore and UpgradeStore
Fix hold type on Blowtorch
Teleport players properly and run checks for portal grenade
View model blowtorch particle
Merge branch 'main' of sbox-corewars
Remove ItemEntity on Reset
Reset before game starts
Don't generate items in generators if not in a game
Add blowtorch particle effects
IsServer check in GameState.OnEnter
Add Team.GetPlayers
Blowtorch uses Rust SMG model for now
Move CanHearPlayersVoice to state and add valid team methods
Add or remove valid team for TeamCore when it's reset or killed accordingly
Remove portal grenades on death
Better spawnpoint selection for players (choose any assigned to Team.None if no team spawnpoint is available)
Use Team.None spawnpoints if the game state is lobby
Do most simulation only if current state is GameState
Only assign teams in GameState keep as teamless during the lobby
Hide Hotbar UI if not GameState
Merge branch 'main' of sbox-corewars
Added Blowtorch to shop, item, and texture to quickly melt through plastic blocks (use crowbar model for now)
Add InventoryItem.CanBeDropped and let players drop items in their Hotbar
Have damage done to voxels multiplied by Tier in Axe / Pickaxe
Only tick on server for checking whether to reset health
Update voxels
Update voxels + shader
Merge branch 'main' of sbox-corewars
Update sbox-voxels
Set BuildingBlockState health to 100 on creation
Add building block material types and damage multipliers for each block type
Remove secondary attack destroys block logic
Add BlockDamageWeapon with logic to destroy blocks over time (set last damage time so states can reset health after time if not attacked)
Have Axe and Pickaxe extend BlockDamageWeapon
Update sbox-voxels submodule and only set BuildingBlockState to dirty if Health is less than 100
Add WeaponItem / Item to Weapon class so that weapon tiers can be accesseds
Added Pickaxe and Axe stubs and start working on block destruction
Portal Grenade prediction tweak
Crossbow / Crowbar clean up
Added base Crossbow projectile weapon (use temp effects)
Added stub Portal Grenade and fixed some prediction issues
Added stub Crowbar weapon using model from DM98 for now
Refactor BaseGenerator and respect team upgrades for TeamGenerator. Respect team upgrades for Armor and Damage when taking / dealing damage
Update ItemStore and UpgradeStore properly after a hotload
Alter the spawn rates of Crystal and Gold generators
Alter iron spawn time + set voice chat to Team only
Added stubs for all Team Upgrades and their tiers + temp icons for them
Add temp icons for all tiers of weapons and armor
Update all icons for item definitions
Rename ArmorTier to Tier
Add DropOnDeath and RemoveOnDeath to InventoryItem
Add Player.TryGiveArmor and ensure items drop and remove as they should when a player dies
Reimplement `kill` command temporarily
Set Remove/DropOnDeath for appropriate items
Don't show armor and weapons in the item store if the player already has its next upgrade
Added ArmorTier and WeaponTier
Use ArmorTier and WeaponTier for shops
Add IPurchasableItem interface that shop items and upgrades share
Update test voxel world
Add UpgradeStore dialog
Update ItemStore and add UpgradeStore to HUD
Implement Team Upgrades NPC and let players purchase upgrades
Allow players to actually purchase from the item store and deduct resource items accordingly
Add IDialog interface implemented by any dialogs and use that to generically check for open dialogs
Only update purchasable item state every second
Only assign players to a random team if the team has a core
Fix InventoryContainer.FindItems not checking validity
Portal Grenade requires Armory Upgrade
Fix styling for Item Store and only call purchase callback if the player can afford it
Fix icon on BaseShopItem
Add PurchasableItem UI element to be shared between Shop and Upgrades UI
Add ItemStore UI to display items sold by the Shop NPC
Add ItemStore to HUD
Hide Hotbar when Shop is open
Add test for opening shop UI