4,575 Commits over 1,280 Days - 0.15cph!
Revert "Update vector usages"
This reverts commit 574545247ea82c3e9838f84e16d6a068d1bc0c96.
Sunday experiments, dumping code on this branch in-case its useful to layla
Added missing documentation and SetSeed method (#11)
* Added missing documentation and SetSeed method
* Have all methods be an extension of System.Random and the Rand static class refers to them
Have all methods be an extension of System.Random and the Rand static class refers to them
Added missing parsing for border-color and border-width in Styles.Set.
Merge branch 'master' of github.com:Facepunch/sbox
Added missing documentation and SetSeed method
Alternative callbacks method for review
Tidied up callback code as per review
Added support for [OnChangedCallback] to NetworkComponent classes
Use an out var in TryGetValue instead of declaring it above
Added support to add [OnChangedCallback] to a NetworkComponent property
Merge pull request #8 from Facepunch/callbacks
[Net] Changed Callbacks
Added support to add [OnChangedCallback] to a NetworkComponent property
Use an out var in TryGetValue instead of declaring it above
Type check RPC calls and spit out an error if they contain invalid parameter types that aren't networkable
Array types work properly with a secondary call to IsSupported overload
Merge pull request #10 from Facepunch/type-check-rpcs
Type check RPC calls and spit out an error if they contain invalid parameter types that aren't networkable
Array types work properly with a secondary call to IsSupported overload
Type check RPC calls and spit out an error if they contain invalid parameter types that aren't networkable
Added subprotocol support to WebSocket
Added some asserts to ensure sub-protocols can be added
Merge pull request #9 from Facepunch/ws-subprotocol
Added subprotocol support to WebSocket
Added some asserts to ensure sub-protocols can be added
Added subprotocol support to WebSocket
Added more unit sound types. Added some toasts for technology research and unit trained. Fixed Simple Terry's ragdoll.
Added support for [OnChangedCallback] to NetworkComponent classes
Tidied up callback code as per review
Added support for setting tag conditions on Trace.Sweep (#6)
* Added support for setting tag conditions on Trace.Sweep
* Removed HasTagConditions()
Only update the item entity HUD if it is visible
Removed HasTagConditions()
Re-add support for default value enums
Added support for setting tag conditions on Trace.Sweep
Started adding Simple Terry
Automatically set the texture resolution based on map size to keep it uniform. This will be antialiased eventually.
Set a larger default fog size if no flowfield_ground entities are present
Default pathfinder grid size is larger if no flowfield_ground entities are present
Remove fog_bounds and automatically determine the size from flowfield_ground where possible
Replace obsolete property
Alternative callbacks method for review
Fixed building placement on the grid. Fixed unit spawning around buildings to support new navigation.
FGD: Added better support for default Property values and support enum
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
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.
More performance optimizations for flow fields
Fixed some pathfinding issues with directions and temporarily draw debug collisions on map start
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'
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.