524 Commits over 0 Days - ∞cph!
Add fallback weapon (hands) that can resource gather and destroy blocks
Can't drag the same item on itself
Hopefully fixed all the item moving issues
Fixed SMG muzzle position
Can drop items in inventory
Use constant voxel size here
Can now click-and-drag a stack onto another stack and it will combine them. Putting any max stack overflow into it's own slot
Containers now save/load their inventory index in ISaveData (So stacks dont get automatically combined and placed in the first slot on load)
Fix NRE if trying to drag empty slot
Add dummy item for drag drop
Inventory drag drop logic
Style the slots a little bit
Projectiles damage voxel world too
WIP inventory item interaction
Make sure neighbouring chunks are marked dirty on voxel edit
Update SMG.prefab
smg prefab updated with gun
Update collision shape on voxel remove
Update assault_rifle_color.png
texture change assault rifle
metal pile and fragment
Merge branch 'main' of sbox-hc2
Expose VoxelRenderer.Size, just so we can play with the size in-editor
Increase map size, replace water with a colored plane for now
rock update and rock fragment
Dev textures to test bindless https://files.facepunch.com/layla/1b1411b1/sbox-dev_gFgVgNzNqF.png
Uncomment bindless, NonUniformResourceIndex was needed when accessing bindless texture
Comment out bindless, we're not ready to expose it in the API
Fix NRE on the hotbar when character is not yet selected
Remove leftover Debug Log from character select
Voxel bindless textures test
added robot_shell_a
updated terrain_lookdev
Basic Pause Menu (Which is just the Main Menu but slightly different)
Fix camera being too high
Added MaxStack to Item Resource. Items with a MaxStack of 1 do not show amount in inventory/hotbar
Added `hc2_giveitem` command to give yourself an item (only works in Editor)
Reset HoldType when unequipping weapon
Whoops forgot to commit this file 💩
Added SMG and Sword Weapon Items, converting both to prefabs. Give items to the player on start if they don't have them. Holding the item will equip/unequip the prefabs
Added ActiveSlot with mouse wheel/number key inputs. Dispatch ItemEquipEvent/ItemUnequipEvent when changing slots
Network resource nodes in procgen.scene
Inventory now works on connected clients - Pickups still TryGet
Made the resource nodes in mob_testbed networked
Remove inventory debug logs
Include item_icons/*.png in Resource Files
rough rock
Merge branch 'main' of sbox-hc2