494 Commits over 730 Days - 0.03cph!
Remove old log, fix resource paths, have color/nocolor use simple shader, remove pixel-snap scss props
Use exclusive list for maps for now (Green Lands or Eclipse)
Fixed Simple Terry model not compiling (incorrect anim paths now)
Convert to new Input Actions (later make proper bindings for each action / hotkey)
Fix typo attack2 -> attack1
Model re-compile + fix glass shader on bubble guard (kinda)
When setting size of RangeEntity also set render bounds
Fixed up RTS (now just to do Razor upgrade D:)
Fixed glows. Updated for new inputs. Fixed hotload error.
Fixed rounds
Fix minimap fog being rotated the wrong way. Fix models on units by just giving them a bunch remove obsolete CitizenClothing class.
Alter camera
Fixed ghost building glow and alpha
Pathmanager async changes
Merge pull request #150 from Facepunch/custom-client-input
RTS Updates
Pathmanager async changes
Fixed ghost building glow and alpha
Fix minimap fog being rotated the wrong way. Fix models on units by just giving them a bunch remove obsolete CitizenClothing class.
Fixed glows. Updated for new inputs. Fixed hotload error.
Improve with properly threaded flowfield creation and add Eclipse to map set
Remove debug log in threaded pathfinder initialization
Remove debug log in threaded pathfinder initialization
Fixed everything. Collisions stuff uses the new collision matrix. Fix fog of war. Fixed PhysicsMotionType.Static not being Keyframed.
Fixed various RTS pointer event errors
Remove fgd and use Display attribute
Player can right click on the minimap to move their selected units to that location (can also still hold Shift/Run to queue)
When using a passive ability, all selected units of the same type will also use that ability
Check for valid selection entities in the player for cases when a unit is destroyed but it isn't ours
Remove justify-items from SCSS code (it isn't valid) and fixed NRE in SelectedItem
Only show path particles if the unit belongs to you
Implement diminishing returns for workers constructing a building
Ensure that units are evicted from vehicles properly when they are destroyed
Fixed the Tesla Coil
Fixed the nuke ability and silo hatch animation
Restored glow functionality using new Glow component
Don't use a thread for now
Fixed line of sight calculation
Add OccupiableSettings.MinLightOfSightAdd and MaxLightOfSightAdd
Grunts move faster and are cheaper
Assault units now take 25s to build
Medics have a larger heal range and heal faster and for longer
Increased Heavy Health to 175
Increased attack and line of sight radius of Rocketman
Increased DPS of Pyro/Cyro and decreased construction cost
Decreased DPS of attack drones. Added medic heal ability to Bubble Drone
Increased DPS of Hellfire and decreased construction costs
Make it clearer what Apache and Buggy require
Increase DPS of Tank and Plasma Tank and health of Buggy, speed of Buggy and APC
Decreased Command Centre cost
Adjusted upgrade costs for command centre and decreased upgrade time
Vastly increased Watch Tower LOS
Increased effective range of the Radar Jammer
Added OccupantGrantsLineOfSight and have Watchtower and Pillbox use it
Increased SAM site range and LOS
Updated description of Basic Ballistics to emphasize that it affects ANY projectile type
Added Requires Occupant label for the Buggy and Apache
Units with an occupant will display that occupant on the hud like buildings do (and will do so for other players too)
Added BaseBuilding.MaxConstructed and set MaxConstructed for Pub to be 15 (90 population)
Scale the stock of all resource types by 1.5x (too much?)
Doubled the time it takes for a worker to gather resources
Fixed all Texture.Load calls to pass in FileSystem.Mounted
Updated RTS for Pain Day 2 (commented out glow stuff until there is an alternative)
Update all Texture.Load calls to pass FileSystem.Mounted as the first param
Various fixes to RTS to get it to a runnable state
Fix RTS by replacing FuncBrush with BrushEntity
Occupiable tooltip only shows when occupation possible + regex match for key bindings in description string
Fusion Reactor implementation
Added rudimentary tooltip for buildings that can occupy units to instruct players how to do it
Added UIUtility to Gamelib
Let's just try moving Transmit = Always to the constructor instead of Spawn() - I don't know why else these map entities wouldn't show on the client sometimes
Remove Cooldown Label and Build Time Label. Added IconWithLabel. Added icons for Kills, Damage and Health.
Removed Spotlight from the game - it's actually pretty annoying