4,553 Commits over 1,280 Days - 0.15cph!
Added `flowfield_blocker` a brush entity that can be used to manually add areas that shouldn't be accessible
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.
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.
Removed an old log and temporarily use position ahead instead of destination for flocking
Re-introduced flocking but this time it isn't rubbish - first check if the path we're steering off to is available
Added fade distances and shadow fade distances to lights
But don't make the pan speed super slow
Support ZNear and ZFar
Merge branch 'master' of sbox-rts
Expose ZNear and ZFar on Camera
Merge branch 'master' of sbox-game
Make plasma particles actually work but investigate why spawning the particle system server-side does is failing
Merge branch 'master' of sbox-rts
Strip out unused rule voting system
Strip out unused rule voting system
Moved entities to daynight_* format including daynight_controller and daynight_window
Added a spotlight beneath the player's cursor that fades in when it becomes night time
Fixed all obsolete / deprecated methods and The Hidden is working again
Added test colors to rts_basic for reference
Added time of day section callback events and Hammer outputs for `day_night_cycle`
Manager type classes are no longer entities but instead are static classes
Have Event.Physics.* namespace like Event.Tick.*
Fixed static RPCs in static classes not working because you can't have protected methods in static classes
Added implicit bool for RealTimeUntil so you can check if it has elapsed
Merge branch 'master' of github.com:Facepunch/sbox
Use colors specified in the day_night_cycle entity from the map
Use as low a resolution as possible for the fog for better performance now that it is antialiased
Added rts_kill test command to kill selected units. Updated fog methods to use new ones by Sam.
Potentially better positioning of the sun
Day Night Cycle experiment
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
Updated all buildings with new placeholders
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.
test
Merge branch 'master' of sbox-rts
Merge branch 'master' of sbox-rts
Added PathResult to determine whether a path could be calculated
Oops, commit this material
Added placeholder boxes so people know these buildings models are temporary
Temporarily remove Recoil on the Tank until its done by the animation graph
Added fully functional tank unit and updated Weapon to support a bunch of new stuff.
Implemented blur on some UI elements and fixed broken namespace using statements. Updated round change detection to use OnChangedCallback attribute.
Removed NavPath and NavSteer from Gamelib
Removed PropertyWatcher (obsolete). Added RPCUtility. Added experimental DayNightManager (currently not working due to a crash.) Added automatic creation of unit node size pathfinder objects.
Experimental fog interpolation code (unoptimized)
Reduce the flocking radius for detection of whether a unit has reached their destination
Automatically mark a unit as static or not based on whether they have a valid move group but do not do it in tick
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.
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.
Direct units towards central node positions for smoother transitions between nodes
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.)