242,748 Commits over 3,867 Days - 2.62cph!
Merge from main -> full_server_demo_client_reader
Merge from monument_scenes -> main
- enable with `monument_scenes` convar (default: false)
Fix Respawn button broadcasting for everyone
Make default temperature for a Biome asset be 0.5 instead of 0
Improved hotspot node y choices on wood piles
Reset block types in the example Biome asset files
Added simple Biome system. Completely inactive right now - but can add a BiomeSampler component and add which Biome asset types you want in the generation. Can easily get which Biome you're in from X, Z voxel coordinates. The sampling code is basic right now, determines biome based on a temperature noise map and each Biome asset determines their temperature. Right now Biome assets can only determine the block types that are used in generation.
Added death and basic "spectating" hud telling you when you can respawn
Pouch/Satchel rig/burst cloth setup
Remove all [MapGeneration] component since it's unused
- in future we are going to remove components from map gen scene in a different way
merge from main -> monument_scenes
merge from fix_cached_browser_query_parallel -> main
Switch cached browser queries to run in sequence instead of by parallel
- add `cached_browser_parallel` convar (default: false) to modify this behavior
- randomly scramble the order of the queries
Make mob gibs a bit more satisfying
Fix voxel particle material detection
Much cleaner behaviour on outside points
bring the color ramp down
Move Camera into it's own prefab. Smooth Camera Z
Use a spawner for the spider boss
WIP
World gen parameters
Update libstates
add rolling fog & metal impact vfx
remove temporary mesh assets
Belt pelt constraints setup
Added mantle/head back into prefab
Muzzle flash on projectile weapons
Woodpiles ~
Node hotspot keeps spawning in the tight parts of the mesh - add an optional parameter to force it to spawn more towards the outside of the mesh
More changes to effects and sounds
Mobs break apart and explode into cubes on death
Voxel Particles are the material/colour of the thing they hit
Bone retarget on belt pelt bones
Remove scale from vox models and quick nasty phys
Change these noise comments to 0 to 1
Refactor ProjectileWeapon so we can chuck out non-projectiles (like glowsticks later)
import scale on this tree needs to be inches
Swapped woodpile over to wood effects
merge from fix_steamworks_gcs -> main
Fixed bob being fucked at incredibly high framerates
Use bayer directions rather than blue noise for screenspace shadows
Use QuadRead to blur value acrosss waves, proper ordering for parameters of ScreenSpace::Trace
https://files.facepunch.com/sam/1b1411b1/8ljWk6LsYF.png
[Pick] Compile shaders with Vulkan 1.2 ( wave intrinsics support ) Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics
Change the shader to come closer to the concept art until we can configure it in the palette https://files.facepunch.com/layla/1b1411b1/sbox-dev_Hx8Yc5vbs7.png
ResourceNode spawns WorldItems based on Bounds instead of arbitrary number
Rollers deal Contact Damage. Fixed player health not depleting.