4,553 Commits over 1,280 Days - 0.15cph!
Add game config to RTS and made it much easier to switch between camera modes by code
Improved chat box location
Refactored a little and added Toast system from Pool
Added placeholder feedback sounds
Reset Occupant List for Unit entities
Added an occupancy system where some buildings can occupy units
Return to only attacking enemies again
Improved Turret behavior by using an animation graph
Started working on experimental support for buildings to have weapons and added a Turret stub
Temporarily workers will just spin around when constructing stuff for a laugh
Updated some colors for the tooltip to be more visibile
Added placeholder icons for all resources, technologies, buildings and units that exist currently and updated UI to be a little cleaner
Added support for pixel-snap to the ItemTooltip and EntityHudAnchor
Added a population system with UI display (added to tooltips too) and cleaned up some styles, added a stub for the Research Lab
Playing around with an Orthographic camera
Merge branch 'master' of sbox-rts
Remove BuildCamera near/far tests
Mark Input.CursorAim as Obsolete, use Input.Cursor (Ray) instead
Added better support for Orthographic cameras, you can now correctly use Vector3.ToScreen in Orthographic, and added Input.CursorOrigin. You can use Input.CursorOrigin and Input.CursorAim to cast an orthographic ray. Input.CursorOrigin defaults to the camera position when not in Orthographic mode.
Fixed unit targets being cleared when they are no longer selected
Very much improved the camera control / system
Only show fog when active / in a game and you're not a spectator. Changed camera angles to isometric-ish and have a wider view angle and predicted zoom level.
Merge branch 'master' of sbox-rts
Added * operator for BBox to scale but on the right branch this time
Cache the item getter for entities. Added a starting position and LoS for the seen history for each player. Added visible bounds entity and more thorough bounds checking against world.
Added * operator support for BBox to scale it
Updated with citizen animation name changes + try setting the Owner of item entities so Local works
Fixed not being able to run building commands. Finalized entity hud + component system and integrated Health and Gather bars
Added a health bar and ability to add additional item entity UI displays. Health bar doesn't show unless entity has taken at least 10% damage
Be more aggressive with fading enemy units in and out. Don't allow researching tech that is already researched
Update circle sizes for units properly and added a basic resource display
Merge branch 'master' of sbox-rts
Automatically spawn and destroy plasma effect particles at attachment location
Added support for the Plasma resource type as a map entity in preparation for Louie's stuff
Added ability to set default Model, Material Group, and BodyGoup when adding Hammer.Model property
Updated the rules for building placement and construction range, buildings have a line of sight based on their bounding box plus some minimum range
Resources are fog culled until seen and then remain visible (and can be hovered / used)
You can now hover over resources to see how much stuff they have left in them
Added support for autogen of enums for fgds
Merge branch 'master' of github.com:Facepunch/sbox
Fixed formatting
Updated pool to work with the latest core changes
Added different ranges for Interaction and Attacking. Added support for resource entities. Added gathering resource entities and automatic depositing of them. Refactored items to use HashSet over List. Added networked resource lists.
Added resource map entity stubs
Fixed a bug with Selection list not updating before Tag added/removed methods, added the Scout unit and a primitive method for determining spawn locations of units
Added a fog_bounds entity that can be placed as a brush in the map to define the FoW bounds
Have units fade in and out when they enter or leave FoW
Fixed abilities not displaying on the HUD and show correct binds with Input.GetKeyWithBinding
Updated for new input changes
Basic culling implementation for initial FoW implementation
Improved Fog of War performance and just use A8 texture for now reducing data size by 4x
Just banking this temporary FoW test (spoiler: it's awful, this needs to be done with a shader)
Added temporary blueprint material override (something better coming once support is added), fixed dependency updating when building is constructed or destroyed, cancel building placement right right-click