921 Commits over 516 Days - 0.07cph!
Have ItemStoreNPC and TeamUpgradesNPC implement IUsable
Added remaining block types and moved window_01_trans to color/ and hack remove the dark bits until its sorted
Added BaseTeamUpgrade and ArmoryUpgrade type and icon
Add all weapon tier shop items including dependency on Armory upgrade for some
Add Library attributes to all necessary shop items
Add InventoryContainer.Replace and InventoryItem.Replace to replace any item in a slot with another item
Add Equipment Inventory to list of inventories to search for Player.FindItems
Add Team Upgrades NPC and populate both that and Item Store NPC with appropriate classes
Added portal grenade texture and shop item update
Added crossbow bolt shop item
Add costs for all armor shop items and update names to Light, Medium, Heavy
Added shop item definitions for head and legs armor (T1 -> T3)
Added weapon_axe texture
Restructured shop item block locations to folders
Added Tier 1 -> Tier 3 crowbar, crossbow, axe and pickaxe item definitions
Added BaseArmorShopItem for handling purchase of armor with dependencies
Added T1 -> T3 shop item defs for armor chest
Added TemperedGlassBlock and WoodenPlanksBlock
Updated sbox-voxels submodule
Added shop items for Hardened Metal, Steel Panel, Tempered Glass and Wooden Planks
Add BasePurchasable, BaseBlockShopItem and PlasticShopBlockItem
Fix some styling issues with Backpack / Storage
Use a PickupTrigger on ItemEntity
Instead of using touch events for item entities, search in a radius around it this way we can have a larger "touch" radius than its actual physics bounds
Removed some old events and added Transfer Target Handler
Toggle the backpack if Tab was not held down very long otherwise keep it open until Tab is released
Styling and effect changes to inventory slot behavior
Fixed various issues with inventory container when moving stacks
Fixed an issue where when the template is applied first for the backpack, the equipment would be empty
Prevent generators from spawning a resource if there are already 16 resources in the pool
Just copy Rust (ish) because it looks cool
Added item selection to Backpack and also show Hotbar to seperate from the main Hotbar
Update draggable to only start dragging if the mouse has moved or 300ms have passed
Hide Hotbar if Backpack or Storage is open
Add selected Action callback to Inventory slot
Add Hotbar to Storage screen
Update Backpack with Hotbar inventory when client has spawned
Added some basic but necessary item textures
Added textures for empty armor slots
Added ammo_bolt icon
Update some _c files
Update ammo types and add Crossbow stub
Item refactoring to use virtual props for name and icon and remove old ItemSlot
Add ArmorItem base and ArmorSlot enum and a bunch of T1 -> T3 armor item types
Add PickaxeItem, CrossbowItem and CrowbarItem stubs
Add GiveCondition/TakeCondition support to InventoryContainer
Add EquipmentInventory to player with give conditions to ensure pieces go in the correct slots. Give players a bunch of armor when spawning for testing
Add support for ArmorSlot to InventorySlot UI element (yuck, I'll find a better way to genericize this) and add Equipment display when opening the Backpack
Transfer target tidy up and fixes
Fixed moving items can sometimes go over max stack size
Added DraggableMode enum
Add support for DraggableMode.Move and DraggableMode.Split
Add Split stack support to inventory system
Updated Storage to have its own Backpack view to avoid confusion
Fixed backpack and updated ActiveDraggable -> Draggable
Added IUsable interface for extended functionality
Updated test voxel world
Added Storage UI and updated InventorySlot styling
Add Storage to Hud
Updated Backpack to support Storage view
Added additional event processing for opening inventory
Added Personal Chest opening support and IUsable support to Player
Fixed pink and purple not showing for team colors
Add team colored / team chest and personal chest
Item Store NPC Stub
Update test voxel world with Item Store NPC
Remove fgd and use Display attribute
Prevent players placing blocks within a Build Exclusion Zone trigger's bounds
Move to Game.GetValidTeams and add Team.GetCore extension method
Add BaseGenerator for others to derive from with common logic
Update all generators to spawn items and update test world
Add Team.GetValidTeams to return a set of teams that the map has cores for
Updated EditorEntityList to fix overflow scroll and styling in some places
Add IEditorCallbacks interface. Add ModelProp (implements IEditorCallback). Allow placing of model props to voxel worlds (static).
Have the loading screen logo and spinner opacity transition separately from the parent so it doesn't look weird
Updated the loading screen to use the Core Wars logo and have it spin to indicate it's doing something
Update sbox-voxels submodule
Only remove an item entity if the player took everything in the stack
Merge branch 'main' of sbox-corewars
Add pool effects to each generator
Added ItemWorldIcon world panel for displaying items in the world that have no world model
Support ItemWorldIcon in ItemEntity and add pickup support
Update test code to spawn iron stack
Can press G / drop to enter walk mode in the editor
Added ability to rotate entities being placed or moved with right click
Merge branch 'main' of sbox-corewars
removed set cp on protection particle
Merge branch 'main' of sbox-corewars
Added support for moving entities already placed in the editor and added MoveEntityAction for undo/redo support
Merge branch 'main' of sbox-corewars
Spawn door protection particle