4,645 Commits over 1,310 Days - 0.15cph!
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.
Removed debug line and set hard map limit of 30k x 30k
Fully functional flow field pathfinding with chunks / HPA*
Various improvements and optimizations but units still get stuck between portals
So close to having working flow field that's reasonably fast, except sometimes units get stuck alternating between nodes
Chunked Flow Field with "portal" connections coming soon(TM)
Struct test - slower (50%)
Kind of got flow field generation down to a minor stutter...
Experimental flow field pathfinding
Found a perspective angle that I'm happy with. Decals don't render in orthographic (yet).
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
Added a system to create impact effects and damage decals on units when attacked
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.
Added ModelEntity.MaterialGroupCount to get the number of material groups the model has
Improved fog for starting visibility and API
Merge branch 'master' of sbox-rts
Updated SelectedItem panel to support new mouse events on panels
Merge branch 'master' of sbox-rts
Fixed OnMouseOver and OnMouseOut not being invoked on panels
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