userConnacancel

4,645 Commits over 1,310 Days - 0.15cph!

3 Years Ago
When resources change lerp the transform in the top bar instead of adjusting the font-size
3 Years Ago
Give vehicles some bullet resistance. Some refactoring to Weapon to reduce some repetition. Added the Marksman with the Killshot ability.
3 Years Ago
Centered the icons and text in tooltips properly. Added the Adrenaline ability for Assault units usable after learning Syringes, this gives the Boost Status to the unit for 15 seconds making it move 40% faster
3 Years Ago
Added proper effects for the Heal Ability and added the Healing Status
3 Years Ago
Serialized status data experiments Change BaseStatusData to StatusData as it isn't abstract and can actually be used Merge branch 'serialized-statuses'
3 Years Ago
Change BaseStatusData to StatusData as it isn't abstract and can actually be used
3 Years Ago
Add [Predicted] to AimDir and ShotPower
3 Years Ago
Serialized status data experiments
3 Years Ago
Fixed not being able to start a game that is installed locally
3 Years Ago
Nerf it a little
3 Years Ago
Implemented new missile effect and the Tesla Coil now deals 80 damage split between all targets - i.e: a single target will 80 damage but 2 targets will take 40 each and so on
3 Years Ago
Airstrike requires Pyrotechnics and Tesla Coil requires Overvoltage
3 Years Ago
Added the Airstrike ability to Headquarters https://files.facepunch.com/conna/1b2111b1/ibfkjzzZ2M.mp4 Merge branch 'master' of sbox-rts
3 Years Ago
Added Tesla Coil pulse effect
3 Years Ago
Added Tesla Coil base and units will now reach their destination before trying to interact with targets
3 Years Ago
Uncommented fog code
3 Years Ago
Far simpler approach to fetching and interfacing with particle system scene objects Getting somewhere Done properly and remove old attempt at wrapping IParticleCollection Make SceneObject.All a read only list Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld Merge branch 'master' into particle-scene-obj Merge branch 'master' into particle-scene-obj Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds Fixed wrong order Store SceneWorld in OnNativeInit Merge pull request #19 from Facepunch/particle-scene-obj Far simpler approach to fetching and interfacing with particle system…
3 Years Ago
Store SceneWorld in OnNativeInit
3 Years Ago
First implementation of aircraft dust particles
3 Years Ago
Inline Fog calculations and reduced fire rate of the SMG Merge branch 'master' of sbox-rts Implemented the Apache attack helicopter (occupy it with a ranged unit)
3 Years Ago
Added Chinook animgraph, AgentRadiusScale, implemented Chinook model and fixed flocking not working for units that don't use pathfinding
3 Years Ago
Updated Airfield model to the placeholder
3 Years Ago
Added Air Superiority technology researchable from the Advanced Research Lab
3 Years Ago
Added Airfield stub and Air Superiority technology
3 Years Ago
Superior method for having units occupy aircraft (lower it to the ground, duh)
3 Years Ago
Added support for aircraft
3 Years Ago
Fixed wrong order
3 Years Ago
Fixed BaseFileSystem adding renamed files twice to the changed list Fixes unwanted temp files from VStudio being added to the changed file list Hacky fix for Visual Studio not triggering recompile consistently Obsolete Hammer.RenderFields enableAlpha argument Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout Added AnimEntity.OnAnimEventGeneric (called as a result of AE_GENERIC_EVENT) Revert "Hacky fix for Visual Studio not triggering recompile consistently" This reverts commit 1ea321174b0384dbc0e39ae03b84809f4b986a9e. Destroy client side children on non client only entities Only delete children if they're client only Add BlendIndices and BlendWeights vertex attribute type Finalize modelbuilder properly Forgot about this Merge branch 'master' of sbox Add ModelBuilder.AddBone Vertex size mismatch with vertex layout ArgumentException includes the sizes Merge branch 'master' into particle-scene-obj Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
3 Years Ago
Grenadier requires Pyrotechnics research to train
3 Years Ago
Re-compiled all .sound files
3 Years Ago
Changed unit sound volume to 0.5 for each one. Added the BaseGrenadeAbility and MolotivAbility and updated Grenadier to have it. Fixed namespace issues. Fixed issues with units not interacting with target buildings due to collision size changes. Merge branch 'master' of sbox-rts
3 Years Ago
Added the Grenade entity (throwable with callback for hit), added Grenadier (basic) unit, implemented particles for trail + explosion on grenade, and added Bezier.Calculate to Gamelib Merge branch 'master' of sbox-rts
3 Years Ago
Commented out code to cull particle effects
3 Years Ago
Added an upgrade system. You can now add different types of building and unit upgrades which can optionally change the entire definition. Merge branch 'master' of sbox-rts
3 Years Ago
Fixed asserts with Path Tool's Rope particle effect Makes node colors affect the rope ColorHsv Fixes Add ColorHsv.WithHue etc Property.SetValue tries to use implicit converter (although I don't think this does shit) Add Panel.ScreenPositionToPanelPosition( pos ), Panel.ScreenPositionToPanelDelta( pos ) Data Binding use PropertyAttribute.SetValue Merge branch 'master' of sbox Remove borders from box panel drawing routine Trace.Ignore can optionally ignore hierarchy or not Add [Property] to some of the panel properties Added LibraryMethodAttribute Fix exception in Color.TryParse Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that Panel derives from PropertyClass Fixed NRE in Property.SetValue Merge branch 'master' of sbox Fixed NetworkEntityList changed callback being called every time even when it isn't dirty Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32 Mesh.CreateBuffers can optionally calculate bounds for you Added Hammer.Path Merge branch 'master' of sbox Oops, actually make it calculate the bounds Add BBox.ToString Read only Entity.All (#20) Fixed Layer error when panel width is 0 Special cache for textures loaded from web, so we don't keep downloading the same shit Package Query API Merge branch 'master' of sbox Update Sandbox.Engine.csproj Merge branch 'master' into particle-scene-obj
3 Years Ago
Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld
3 Years Ago
Read only Entity.All (#20)
3 Years Ago
Update CollisionSize for all vehicles not just the tank
3 Years Ago
Added death particles (an explosion) for vehicles. And... FINALLY, I've figured out why vehicles didn't behave with flow fields properly. Added seperate CollisionSize property and hash CollisionSize with NodeSize to create unique pathfinders.
3 Years Ago
Fixed various issues with sizing in the Resource and Population display. Fixed Turret not rotating properly.
3 Years Ago
Implemented new bullet tracer and muzzle flash effects. Added display on buildings to show the current queue item.
3 Years Ago
Fixed null ref
3 Years Ago
Default Unit Group item health to 0%
3 Years Ago
Added Unit Groups (Shift + Number) to add selected units to a group, pressing the number on its own will select that group. Added Unit Group UI lists to the top middle.
3 Years Ago
Tidy ups, refactors and moved more junk out of the Game class Merge branch 'master' of sbox-rts
3 Years Ago
Some optimizations
3 Years Ago
Fixed health displaying as a float. Fixed tag names (apparently you can't use periods?) Changed AreaOfEffect to AreaOfEffectRadius for clarity
3 Years Ago
Also update unit static tags
3 Years Ago
Two seperate flowfield entity tags: flowfield.ground and flowfield.ignore to distinguish between units and the ground
3 Years Ago
Removed old Placeholder render entity and added a custom render entity for ability target selection. Use Input.Down instead of Pressed or Released for selecting ability targets to guarantee selection.