userConnacancel

4,553 Commits over 1,280 Days - 0.15cph!

3 Years Ago
Added `flowfield_blocker` a brush entity that can be used to manually add areas that shouldn't be accessible
3 Years Ago
I finally found it! This fixes agents sometimes moving through collisions exactly on a chunk border. You wouldn't believe the pain this caused me.
3 Years Ago
Cleared up some ambiguity in flow field property naming, and fixed automatic chunk sizing to support almost any node size. Added a new 200 node size pathfinder specifically for large vehicles.
3 Years Ago
Removed an old log and temporarily use position ahead instead of destination for flocking
3 Years Ago
Re-introduced flocking but this time it isn't rubbish - first check if the path we're steering off to is available
3 Years Ago
Added fade distances and shadow fade distances to lights
3 Years Ago
But don't make the pan speed super slow
3 Years Ago
Support ZNear and ZFar Merge branch 'master' of sbox-rts
3 Years Ago
Expose ZNear and ZFar on Camera Merge branch 'master' of sbox-game
3 Years Ago
Make plasma particles actually work but investigate why spawning the particle system server-side does is failing Merge branch 'master' of sbox-rts
3 Years Ago
Strip out unused rule voting system
3 Years Ago
Strip out unused rule voting system
3 Years Ago
3 Years Ago
Fix obsolete warnings
3 Years Ago
Moved entities to daynight_* format including daynight_controller and daynight_window
3 Years Ago
Added a spotlight beneath the player's cursor that fades in when it becomes night time
3 Years Ago
Fixed all obsolete / deprecated methods and The Hidden is working again
3 Years Ago
Added test colors to rts_basic for reference
3 Years Ago
Added time of day section callback events and Hammer outputs for `day_night_cycle`
3 Years Ago
Manager type classes are no longer entities but instead are static classes
3 Years Ago
Have Event.Physics.* namespace like Event.Tick.*
3 Years Ago
Fixed static RPCs in static classes not working because you can't have protected methods in static classes
3 Years Ago
Added implicit bool for RealTimeUntil so you can check if it has elapsed Merge branch 'master' of github.com:Facepunch/sbox
3 Years Ago
Use colors specified in the day_night_cycle entity from the map
3 Years Ago
Use as low a resolution as possible for the fog for better performance now that it is antialiased
3 Years Ago
Added rts_kill test command to kill selected units. Updated fog methods to use new ones by Sam.
3 Years Ago
Test
3 Years Ago
Potentially better positioning of the sun
3 Years Ago
Day Night Cycle experiment
3 Years Ago
Ditch the unreliable flocker and use a simpler algorithm to slow down units that are too close to others Merge branch 'master' of sbox-rts
3 Years Ago
Updated all buildings with new placeholders
3 Years Ago
Temporarily disabled flocking behaviour as it refuses to respect the flow field. Made optimizations to flow field calculation speed. Removed asynchronous generation of static collisions for now.
3 Years Ago
Test Priority Queue
3 Years Ago
test Merge branch 'master' of sbox-rts Merge branch 'master' of sbox-rts
3 Years Ago
Added PathResult to determine whether a path could be calculated
3 Years Ago
Oops, commit this material
3 Years Ago
Added placeholder boxes so people know these buildings models are temporary
3 Years Ago
Fixed Fog Manager
3 Years Ago
Temporarily remove Recoil on the Tank until its done by the animation graph
3 Years Ago
Added fully functional tank unit and updated Weapon to support a bunch of new stuff.
3 Years Ago
Implemented blur on some UI elements and fixed broken namespace using statements. Updated round change detection to use OnChangedCallback attribute.
3 Years Ago
Removed NavPath and NavSteer from Gamelib
3 Years Ago
Removed PropertyWatcher (obsolete). Added RPCUtility. Added experimental DayNightManager (currently not working due to a crash.) Added automatic creation of unit node size pathfinder objects.
3 Years Ago
Experimental fog interpolation code (unoptimized)
3 Years Ago
Reduce the flocking radius for detection of whether a unit has reached their destination
3 Years Ago
Automatically mark a unit as static or not based on whether they have a valid move group but do not do it in tick
3 Years Ago
Flow field optimizations. GetDiameterXY method for models. Round to nearest node size for GetDestinations. Properly update paths or cancel a path request when a chunk's collisions are updated.
3 Years Ago
When units are standing still, other units will try to go around them. You can use this to block an area with a line of units.
3 Years Ago
Direct units towards central node positions for smoother transitions between nodes
3 Years Ago
Refactored PathManager and Pathfinder to support pathfinders of different node sizes. Units can specify their node size (for example, vehicles are larger than soldiers and cannot fit through such small gaps.)