userConnacancel

4,207 Commits over 1,157 Days - 0.15cph!

3 Years Ago
Added subprotocol support to WebSocket
3 Years Ago
Removed log
3 Years Ago
Added more unit sound types. Added some toasts for technology research and unit trained. Fixed Simple Terry's ragdoll.
3 Years Ago
Added support for [OnChangedCallback] to NetworkComponent classes
3 Years Ago
Tidied up callback code as per review
3 Years Ago
Added support for setting tag conditions on Trace.Sweep (#6) * Added support for setting tag conditions on Trace.Sweep * Removed HasTagConditions()
3 Years Ago
Only update the item entity HUD if it is visible
3 Years Ago
Removed HasTagConditions()
3 Years Ago
Re-add support for default value enums
3 Years Ago
Added support for setting tag conditions on Trace.Sweep
3 Years Ago
Started adding Simple Terry
3 Years Ago
Automatically set the texture resolution based on map size to keep it uniform. This will be antialiased eventually.
3 Years Ago
Fog update optimization
3 Years Ago
Set a larger default fog size if no flowfield_ground entities are present
3 Years Ago
Default pathfinder grid size is larger if no flowfield_ground entities are present
3 Years Ago
Remove fog_bounds and automatically determine the size from flowfield_ground where possible
3 Years Ago
Update game
3 Years Ago
Replace obsolete property
3 Years Ago
Alternative callbacks method for review
3 Years Ago
Fixed building placement on the grid. Fixed unit spawning around buildings to support new navigation.
3 Years Ago
Fix a minor warning
3 Years Ago
Update game
3 Years Ago
Update base.fgd again
3 Years Ago
FGD: Added better support for default Property values and support enum
3 Years Ago
Updated base fgd
3 Years Ago
Added ModelEntity.SetSolidType and added support for setting tag conditions on Trace.Sweep, updated CollisionPos/Rot to CollisionPosition/Rotation for consistency and added Obsolete marker. Merge branch 'master' of github.com:Facepunch/sbox
3 Years Ago
Updated base fgd Merge
3 Years Ago
Tidied up a bunch of stuff and added a flowfield_ground Hammer entity. The flow field pathfinding will use these to determine what the ground is and automatically set height maps and grid bounds.
3 Years Ago
More performance optimizations for flow fields
3 Years Ago
Fixed some pathfinding issues with directions and temporarily draw debug collisions on map start
3 Years Ago
Experimental flow field pathfinding Kind of got flow field generation down to a minor stutter... Struct test - slower (50%) Much faster Chunked Flow Field with "portal" connections coming soon(TM) Backup So close to having working flow field that's reasonably fast, except sometimes units get stuck alternating between nodes Various improvements and optimizations but units still get stuck between portals Backup WIP Fully functional flow field pathfinding with chunks / HPA* Removed debug line and set hard map limit of 30k x 30k The flow field pathfinding is now better and units can correctly approach buildings again. The flow field will update automatically when new buildings are created. Merge branch 'flowfields'
3 Years Ago
The flow field pathfinding is now better and units can correctly approach buildings again. The flow field will update automatically when new buildings are created.
3 Years Ago
Removed debug line and set hard map limit of 30k x 30k
3 Years Ago
Fully functional flow field pathfinding with chunks / HPA*
3 Years Ago
WIP
3 Years Ago
Backup
3 Years Ago
Various improvements and optimizations but units still get stuck between portals
3 Years Ago
So close to having working flow field that's reasonably fast, except sometimes units get stuck alternating between nodes
3 Years Ago
Backup
3 Years Ago
Chunked Flow Field with "portal" connections coming soon(TM)
3 Years Ago
Much faster
3 Years Ago
Struct test - slower (50%)
3 Years Ago
Kind of got flow field generation down to a minor stutter...
3 Years Ago
Experimental flow field pathfinding
3 Years Ago
Found a perspective angle that I'm happy with. Decals don't render in orthographic (yet).
3 Years Ago
Fixed import error
3 Years Ago
Added Decals.Place overload for placing decals on the world. Removed client restriction on decals, the engine will send decals to clients when placed server-side by default
3 Years Ago
Added a system to create impact effects and damage decals on units when attacked
3 Years Ago
Fixed fog not updating when units die. Increased turret fire rate and damage. Temporarily fixed flesh impacts until a proper fix is implemented. Added turret recoil. Unit entities will ragdoll on the client and then fade out over time after being killed.
3 Years Ago
Added ModelEntity.MaterialGroupCount to get the number of material groups the model has