branchsbox-voxels/maincancel

145 Commits over 303 Days - 0.02cph!

51 Days Ago
Remove dots
52 Days Ago
All the latest pain
56 Days Ago
Updated for Pain
58 Days Ago
Game -> GameManager
3 Months Ago
Remove unused semi-colon
4 Months Ago
Remove unused CoreWars using statement. Removed a using statement that throws errors when using sbox-voxels as a submodule outside of the CoreWars project. Merge pull request #6 from Ephememory/patch-1
5 Months Ago
Fixed obsolete stuff
6 Months Ago
Removed old debug log
7 Months Ago
Add "solid" tag to the generated collision shape for chunks
7 Months Ago
Stash test Completely strip out voxel lighting (torch light, sunlight propagation) it's more trouble than it's worth Merge pull request #2 from Facepunch/tests Tests
7 Months Ago
Add EnableVoxelLighting to VoxelWorld
7 Months Ago
This is probably the best it will get for now...
7 Months Ago
Propagate test
7 Months Ago
Remove CW specific namespace
7 Months Ago
Try just performing a full lighting update on each full update
7 Months Ago
Fixed an issue with sunlight propagation that causes sunlight to propagate incorrectly when loading maps from bytes. Infinite worlds now must have a max Z size, but can have an infinite X and Y size.
7 Months Ago
Added ModelBlockEntity.OnChunkReady
7 Months Ago
Added support for server-side unloading of chunks (data and state not yet saved / restored from disk)
7 Months Ago
Load chunks in based on x,y distance only
7 Months Ago
IsDestroyed check. Allow 32 initial chunk updates per second.
7 Months Ago
Just a test
7 Months Ago
Undo all of that - it just isn't fast enough. AddMeshShape/UpdateMesh is too slow
7 Months Ago
Test
7 Months Ago
Try one per tick
7 Months Ago
Add vertex and collision updates to a concurrent queue after building them in a thread. Dequeue on the main thread and build the mesh and collision.
7 Months Ago
Various optimizations and attempts at improved thread safety
7 Months Ago
Use concurrent bag for thread safety when adding potential spawnpoints during perlin chunk generation
7 Months Ago
Add Util.Color to Facepunch.Voxels
7 Months Ago
Some optimizations
7 Months Ago
Just only support the Voxel Atlas generator for now because we can't upload *.atlas files to s&works
7 Months Ago
Added IBlockAtlasProvider. Added BlockAtlas. BlockAtlasTexturePacker. Support Voxel Atlas tool.
7 Months Ago
Only send 64 state updates per chunk per tick
7 Months Ago
Move block updates per chunk and only send to clients who have the chunk loaded
7 Months Ago
Thread safety
7 Months Ago
Added ChunkLightMap.GetLightAsVector. Add VoxelWorld.Register/UnregisterVoxelModel (this will update VoxelLight scene object attribute on chunk changes.)
7 Months Ago
Add Chunk.OnFullUpdate event and ChunkLightMap.OnTextureUpdated.
7 Months Ago
Ensure that BlockPosition is networked for server-side block entities
7 Months Ago
Test for updating block model entities ith torch light / sunlight + hue shift
7 Months Ago
Set RenderColor to TintColor on ModelBlockEntity
7 Months Ago
Add LightMap.SetOpaque and LightMap.IsOpaque
7 Months Ago
Default tint color to white
7 Months Ago
Add extra component for tint + change how blocks are initialized
7 Months Ago
Support a min/max hue shift between 0 and 64 (64 is 90 degree hue shift)
7 Months Ago
Add Min/MaxHueShift
7 Months Ago
Added ExtraData support to VertexBlock. Added Min/MaxHueShift on BlockType.
7 Months Ago
Replace .jpg extension with .png for BlockResource icon (why?)
7 Months Ago
Use OnnewModel
7 Months Ago
Make sure material override is done on the client
7 Months Ago
Add material override support to block model overrides
7 Months Ago
Create vertex buffer when mesh is created and only update size and data from then on