userConnacancel

4,794 Commits over 1,371 Days - 0.15cph!

3 Years Ago
Various optimizations for performance including use RenderAlpha instead of EnableDrawing (why does this help?)
3 Years Ago
Use native System.Numerics.Vector3 for fog calculations because it is faster, and only update the fog map once every 100ms
3 Years Ago
Test
3 Years Ago
Use Library.GetAttribute instead of using reflection to get the type name
3 Years Ago
Fixed entity hud anchor elements updating in the wrong place. Added component system for items. Units will take time to move between tunnels. Merge branch 'master' of sbox-rts
3 Years Ago
Fixed NetworkEntityList changed callback being called every time even when it isn't dirty
3 Years Ago
Read only Entity.All
3 Years Ago
Make SceneObject.All a read only list
3 Years Ago
Done properly and remove old attempt at wrapping IParticleCollection
3 Years Ago
Implemented temporary tunnel model
3 Years Ago
Increase SMG fire rate and half damage
3 Years Ago
Update the hold type of the SMG
3 Years Ago
Attempt to map the citizen clothing models to a static class for intellisense and update units to use some clothes for now
3 Years Ago
Fixed the Entity Hud not showing for buildings
3 Years Ago
Added a Tunnel building. It has an ability that can connect itself to another Tunnel building, and units that occupy one will vacate the other. Adding the Infrastructure technology and restructured the tech tree.
3 Years Ago
Added a Status Effect system. Statuses such as Burning can be applied to units or structures for a certain time. Any Flamethrower will apply this to units in range, including your own units!
3 Years Ago
Give the buggy a smaller node size
3 Years Ago
Added the Buggy, a vehicle that some units can enter and attack from. Added a system to allow unit definitions to specify a custom entity type (that must extend UnitEntity) for specialized behavior.
3 Years Ago
Getting somewhere
3 Years Ago
Added the Watchtower and Pillbox structures that can have occupant units that can attack from the structure
3 Years Ago
Added `muzzle` attachment to the Watchtower
3 Years Ago
Far simpler approach to fetching and interfacing with particle system scene objects
3 Years Ago
Some extra particle methods
3 Years Ago
Added all base resistance types and updated to support weaknesses which are just negative resistances. Moved some UI classes into their own thing for simplicity. Added resistances / weaknesses to tooltips.
3 Years Ago
Use spawns worker not assault
3 Years Ago
Initial Flamethrower effect implementation (might need some re-thinking.)
3 Years Ago
Refactored managers to simpler names. Added a Damage Resistance system. Units and buildings can have resistances to different damage types such as Fire, Explosions or Projectiles.
3 Years Ago
Added APC for transporting units. Added new technologies: Carbines, Armored Plating and Pyrotechnics. Added Pyromaniac flamethrower unit stub. Changed Assault -> Cannonfodder, and Assault is now an SMG unit.
3 Years Ago
Fixed render entities breaking if you delete any render entity within a tick event callback
3 Years Ago
Revert back to using Event.Frame for the EntityHudAnchor positional update
3 Years Ago
Fixed UI issues with EntityHudAnchor and now they fade in and out properly when units become visible through fog
3 Years Ago
Added Occupiable interface for items and entities so that units can now occupy both units and buildings (transport vehicles.) Fixed unit line of sight so now units properly fade in exactly on the border edge. Temporarily use a little hack for occupants list until we find a proper fix. Refactored target system for units to have multiple types.
3 Years Ago
Align Entity Hud elements properly (centered) with margins. Units can now fire through other units. Renamed Range to Radius in most cases for clarity.
3 Years Ago
Units will be automatically evicted when a building is destroyed. Buildings can optionally specify an occupant damage scale, if the building is damaged the units inside will take this percent of damage. Units will now periodically check to see if there are better targets to auto attack.
3 Years Ago
Added Building Generator system. You can specify whether a building generates resources over time, and whether it needs units occupying the buildings to do so and how many. Multipliers per occupant. Added brewery support to generate Beer per Worker inside over time. Added ResourceHint UI display that shows changes in resources over a position in the world. Re-jigged some technologies to make use of the Research Lab.
3 Years Ago
Added cooldown support for abilities. Added Client support for ability callbacks for doing any client-side effects. Added use duration support for abilities (some abilities take a while to complete.) Each ability a unit has is now its own instance and can carry additional data. Merge branch 'master' of sbox-rts
3 Years Ago
Added a generic ability system. Units can have different abilities that have their own dependencies. Abilities can target an area, a specific unit, or a specific structure. Implemented Heal ability for the medic. Cooldowns pending.
3 Years Ago
Added fade distances and shadow fade distances to lights (#17)
3 Years Ago
No longer poll for selection changes in SelectionItem but use callbacks instead. Properly update command list when anything changes that might give different commands.
3 Years Ago
Added a unit rank system. Each rank gives +1 damage bonus up to a max of 3 ranks.
3 Years Ago
Make Flow Field Blocker collisions static so that they never update again
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