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234 Commits over 30 Days - 0.33cph!

1 Hour Ago
Adjusted the radius and height of the Nuke again (looks good)
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1 Hour Ago
Use half the radius for the width and the full radius for the height
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1 Hour Ago
Implement CP#2 support for the Nuke in anticipation of upcoming particle effect changes Merge branch 'master' of sbox-rts
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2 Hours Ago
Implemented GetAttackPriority and added AttackPriority to each base item definition
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3 Hours Ago
Changed the Grenade class to Projectile and have Nuke extend that. Added placeholder Nuke siren and explosion sounds and implemented them with a flickering red alert light.
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4 Hours Ago
Added the Nuke ability, an expensive late-game weapon of mass destruction that will eventually require a Launch Pad to fire from. Added Timed Viewers to the fog system. When a Nuke is deployed, everyone can see the area where it lands for a short time to witness its glory.
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3 Days Ago
Removed Priority Queue classes because it turns out they're worse
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3 Days Ago
Fixed chunk sizes and PathManager creating way more Pathfinder objects than it needs to causing lag when updating collisions
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3 Days Ago
Added Priority Queue classes
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3 Days Ago
When resources change lerp the transform in the top bar instead of adjusting the font-size
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3 Days Ago
Give vehicles some bullet resistance. Some refactoring to Weapon to reduce some repetition. Added the Marksman with the Killshot ability.
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4 Days Ago
Centered the icons and text in tooltips properly. Added the Adrenaline ability for Assault units usable after learning Syringes, this gives the Boost Status to the unit for 15 seconds making it move 40% faster
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4 Days Ago
Added proper effects for the Heal Ability and added the Healing Status
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4 Days Ago
Serialized status data experiments Change BaseStatusData to StatusData as it isn't abstract and can actually be used Merge branch 'serialized-statuses'
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4 Days Ago
Change BaseStatusData to StatusData as it isn't abstract and can actually be used
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4 Days Ago
Serialized status data experiments
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5 Days Ago
Nerf it a little
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5 Days Ago
Implemented new missile effect and the Tesla Coil now deals 80 damage split between all targets - i.e: a single target will 80 damage but 2 targets will take 40 each and so on
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5 Days Ago
Airstrike requires Pyrotechnics and Tesla Coil requires Overvoltage
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5 Days Ago
Added the Airstrike ability to Headquarters https://files.facepunch.com/conna/1b2111b1/ibfkjzzZ2M.mp4 Merge branch 'master' of sbox-rts
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5 Days Ago
Added Tesla Coil pulse effect
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5 Days Ago
Added Tesla Coil base and units will now reach their destination before trying to interact with targets
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5 Days Ago
Uncommented fog code
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6 Days Ago
First implementation of aircraft dust particles
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6 Days Ago
Inline Fog calculations and reduced fire rate of the SMG Merge branch 'master' of sbox-rts Implemented the Apache attack helicopter (occupy it with a ranged unit)
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6 Days Ago
Added Chinook animgraph, AgentRadiusScale, implemented Chinook model and fixed flocking not working for units that don't use pathfinding
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6 Days Ago
Updated Airfield model to the placeholder
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7 Days Ago
Added Air Superiority technology researchable from the Advanced Research Lab
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7 Days Ago
Added Airfield stub and Air Superiority technology
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7 Days Ago
Superior method for having units occupy aircraft (lower it to the ground, duh)
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7 Days Ago
Added support for aircraft
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7 Days Ago
Grenadier requires Pyrotechnics research to train
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7 Days Ago
Re-compiled all .sound files
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7 Days Ago
Changed unit sound volume to 0.5 for each one. Added the BaseGrenadeAbility and MolotivAbility and updated Grenadier to have it. Fixed namespace issues. Fixed issues with units not interacting with target buildings due to collision size changes. Merge branch 'master' of sbox-rts
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7 Days Ago
Added the Grenade entity (throwable with callback for hit), added Grenadier (basic) unit, implemented particles for trail + explosion on grenade, and added Bezier.Calculate to Gamelib Merge branch 'master' of sbox-rts
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7 Days Ago
Commented out code to cull particle effects
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10 Days Ago
Added an upgrade system. You can now add different types of building and unit upgrades which can optionally change the entire definition. Merge branch 'master' of sbox-rts
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11 Days Ago
Update CollisionSize for all vehicles not just the tank
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11 Days Ago
Added death particles (an explosion) for vehicles. And... FINALLY, I've figured out why vehicles didn't behave with flow fields properly. Added seperate CollisionSize property and hash CollisionSize with NodeSize to create unique pathfinders.
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11 Days Ago
Fixed various issues with sizing in the Resource and Population display. Fixed Turret not rotating properly.
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11 Days Ago
Implemented new bullet tracer and muzzle flash effects. Added display on buildings to show the current queue item.
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11 Days Ago
Fixed null ref
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11 Days Ago
Default Unit Group item health to 0%
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11 Days Ago
Added Unit Groups (Shift + Number) to add selected units to a group, pressing the number on its own will select that group. Added Unit Group UI lists to the top middle.
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11 Days Ago
Tidy ups, refactors and moved more junk out of the Game class Merge branch 'master' of sbox-rts
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12 Days Ago
Some optimizations
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12 Days Ago
Fixed health displaying as a float. Fixed tag names (apparently you can't use periods?) Changed AreaOfEffect to AreaOfEffectRadius for clarity
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12 Days Ago
Also update unit static tags
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12 Days Ago
Two seperate flowfield entity tags: flowfield.ground and flowfield.ignore to distinguish between units and the ground
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12 Days Ago
Removed old Placeholder render entity and added a custom render entity for ability target selection. Use Input.Down instead of Pressed or Released for selecting ability targets to guarantee selection.
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