userConnacancel

4,153 Commits over 1,157 Days - 0.15cph!

3 Years Ago
Added collision box + attachments to Hellfire model. Implementation of Hellfire + Hellfire weapon. Fixed SAM Weapon rocket NRE. Fixed Flocker distance tolerance. Fixed aircraft minimum attack distance support.
3 Years Ago
Fixed bot user commands being ran at the wrong point during a tick causing bots to behave in strange ways Merge branch 'master' of github.com:Facepunch/sbox
3 Years Ago
Stashing here
3 Years Ago
Some fixes to the path particles and ensure they are instantiated correctly
3 Years Ago
Implemented Advanced (Level 2) upgrades for Vehicle Factory, Terry Factory, Drone Hub + Airfield. Removed redundant technologies. Moved unit specific technologies to the buildings that train them. Added tag interfaces for item definitions to avoid networking unnecessary stuff. Fixed building not remembering selection after an upgrade. Forced ordering in a command queue to be: Units, Buildings, Tech, Upgrades, Abilities.
3 Years Ago
Added support for the path particles (but they don't display?!) and fixed a bug where OnSelected/OnDeselected didn't get called. Updated path particles to give infinite bounds (though that doesn't fix not displaying.) Merge branch 'master' of sbox-rts
3 Years Ago
Initial commit: parity Merge branch 'master' into bots Merge branch 'master' into bots Added MimicBot and updated to use BuildInput method Commented out some native bot_ commands. Added managed bot commands Fixed previous state issues and clean up Merge branch 'master' into bots Made changes for PR Merge pull request #27 from Facepunch/bots Bots
3 Years Ago
Made changes for PR
3 Years Ago
Added BaseTech.AlwaysShowInList and disable it for any technology "upgrades" such as Advanced Ballistics or Advanced Kevlar
3 Years Ago
Added Kevlar Armor and Advanced Kevlar technologies
3 Years Ago
Don't put `pointer-events: auto;` on the minimap container but rather the actual minimap image... (pro-tip)
3 Years Ago
Added 20hz tick rate and updated some icons to use 2px border radius
3 Years Ago
Fixed RenderEntity transform updates being tied to tick rate Merge branch 'master' into bots
3 Years Ago
Fixed RenderEntity transform updates being tied to tick rate
3 Years Ago
Fixed previous state issues and clean up
3 Years Ago
Commented out some native bot_ commands. Added managed bot commands
3 Years Ago
Added MimicBot and updated to use BuildInput method
3 Years Ago
Tweaked how Global.TickRate is read and reported by the engine (and tested it all this time) Merge branch 'master' into bots
3 Years Ago
Global.TimeScale and Global.TickRate are editable Added entity.Tags.List (returns list of tags) Don't allow prediction if entity is using physics movement Fixed voice chat not working correctly, especially after rejoin Added Client.Kick() Getting disconnected from a server now displays a reason why in UI Merge branch 'master' into bots
3 Years Ago
Initial commit: parity
3 Years Ago
Added support for a custom mouse cursor but the operating system cursor doesn't hide yet Merge branch 'master' of sbox-rts
3 Years Ago
Moved IsProxyOf to Basebuildings The ported code compared the wrong entities. Now the code is directly implemented in basebuildings and fixes the old bug again, that building a mega-command-centre removes dependencies of the comman-centre. Also why not allow CCs to be demolished? Sometimes you need the place (also its easier to test :stuck_out_tongue_closed_eyes: Merge pull request #120 from ZenBre4ker/proxy-fix Bugfix: Moved IsProxyOf to Basebuildings and fixed the Moved Code
3 Years Ago
Potentially fixed entity hud anchors jittering and bypass queue completely with rts_doitnow
3 Years Ago
Add move confirmation marker to occupy command
3 Years Ago
Added OccupyCommand updated Occupy to use the new command system
3 Years Ago
Remove csproj
3 Years Ago
Fixed target alpha for buildings in your own local team group. Added `rts_doitnow` to enable skipping of wait times such as building and queuing items
3 Years Ago
Moved IsProxyOfBuilding methods to BuildingEntity and renamed to IsProxyOf
3 Years Ago
Rename RadarJammerRange to RangeEntity and implement range display for tunnels Merge branch 'master' of sbox-rts
3 Years Ago
Ignore local files Added Deep Search for Proxies Revert Local Changes Remove Whitespace Merge pull request #114 from ZenBre4ker/Mega-command-centre Dependencies: Fix Proxies not counting for dependencies
3 Years Ago
Change PhysicsBody Merge pull request #116 from ZenBre4ker/Build-Preview Build Preview: Fix Physics Collider Update
3 Years Ago
Check for occupation Merge pull request #115 from ZenBre4ker/Non-Idle-Brewery Idle Workers: Check for occupation
3 Years Ago
Initial commit
3 Years Ago
Increased starting resources slightly and fixed various issues with targets clearing early
3 Years Ago
Various balance changes to health and resistances. Fixed scan ability range. Fixed Buggy requiring Pyrotechnics. Increased Beer Crate starting stock.
3 Years Ago
Clamp the length of the flock steering to the max movement speed
3 Years Ago
Added OnMoveStackEmpty virtual method and ensure that previously gathering units continue to gather nearby
3 Years Ago
Increased ZFar
3 Years Ago
Fixed invisible buildings
3 Years Ago
Extremely basic placeholder setup screen to ready up and select your team group. Now it's very easy to start playing and testing 1v1s or 2v2s or even 3v1s. Whatever.
3 Years Ago
Optimized Flocker by passing in a fixed 8 length agent buffer. Optimized search for agent neighbours. Added a slight acceleration force to units when steering to make it smoother. Halved unit turn speed (movement only). Tweaked unit agent radius scale values. Fixed various issues with non-pathfinder based units flocking.
3 Years Ago
Much faster to iterate and cull particles this way
3 Years Ago
Add some short delays when setting up pathfinders and implement a height cache to share map heights across different pathfinders for efficiency. This is the fastest it can currently get without offloading to worker threads
3 Years Ago
Cleaner but potentially more expensive attempt at flocking. This will ensure all units in range of other units will avoid eachother
3 Years Ago
Fixed blueprint visibility being too low. Made changes to the cursor spotlight to make it brighter in unseen fog areas.
3 Years Ago
Only deduct the population boost from destroyed buildings if they had finished construction to avoid overflow error
3 Years Ago
Show a confirmation marker for every command (in future have different marker particles @bakscratch )
3 Years Ago
Added Idle Utility Units UI. It will display any idle Workers / Scientists. Click the button to cycle through them, Shift+Click to cycle + move camera and Ctrl+Click to select all.
3 Years Ago
Pressing Space will move the camera to the middle point of the currently selected units
3 Years Ago
Made some tweaks to Flag Marker (sorry Louie) it is now visible through stuff to make it easier to see when its attached to an entity