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494 Commits over 730 Days - 0.03cph!

3 Years Ago
Show unit and building resistances in the Selected Item panel. Added Resistance modifiers for units so that certain technologies can add or take from them. Added the Thermal Armor technology.
3 Years Ago
Have the dome shield particle effect follow the unit with SetEntity instead
3 Years Ago
Added DPS display to the unit information panel and balanced Pyromaniac's flamethrower
3 Years Ago
Reduced Dome Shield radius by 100. Update Dome Shield radius control point for particles. Added damage modifier support and updated rank system to use that. Added Basic and Advanced Ballistics technologies that upgrade existing and new projectile units with +1 damage.
3 Years Ago
Use CP#2.x even for the health, oops!
3 Years Ago
Set CP#1.x on the dome shield particle effect for the health and don't create two shields
3 Years Ago
Support minimum attack distance for aircraft by using a Z value of 0 on Distance checks
3 Years Ago
Early return if minimum attack distance is not validated
3 Years Ago
Performance improvements to GetFreePositions / GetGridPositions. Added GetPerimeterPosition method to UnitEntity. Added MinAttackDistance to BaseUnit. Units with a minimum attack distance will move to range before they attack.
3 Years Ago
Added ItemComponent.TakeDamage as a component event. Added ShieldAbsorber component, DomeShieldEntity and DomeShieldAbility. The Dome Shield ability lets a unit deploy a dome around them that absorbs damage to all units inside until it breaks or 30 seconds have passed.
3 Years Ago
Adjusted the radius and height of the Nuke again (looks good)
3 Years Ago
Use half the radius for the width and the full radius for the height
3 Years Ago
Implement CP#2 support for the Nuke in anticipation of upcoming particle effect changes Merge branch 'master' of sbox-rts
3 Years Ago
Implemented GetAttackPriority and added AttackPriority to each base item definition
3 Years 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.
3 Years 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.
3 Years Ago
Removed Priority Queue classes because it turns out they're worse
3 Years Ago
Fixed chunk sizes and PathManager creating way more Pathfinder objects than it needs to causing lag when updating collisions
3 Years Ago
Added Priority Queue classes
3 Years Ago
When resources change lerp the transform in the top bar instead of adjusting the font-size
3 Years Ago
Give vehicles some bullet resistance. Some refactoring to Weapon to reduce some repetition. Added the Marksman with the Killshot ability.
3 Years 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
3 Years Ago
Added proper effects for the Heal Ability and added the Healing Status
3 Years Ago
Serialized status data experiments Change BaseStatusData to StatusData as it isn't abstract and can actually be used Merge branch 'serialized-statuses'
3 Years Ago
Change BaseStatusData to StatusData as it isn't abstract and can actually be used
3 Years Ago
Serialized status data experiments
3 Years Ago
Nerf it a little
3 Years 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
3 Years Ago
Airstrike requires Pyrotechnics and Tesla Coil requires Overvoltage
3 Years Ago
Added the Airstrike ability to Headquarters https://files.facepunch.com/conna/1b2111b1/ibfkjzzZ2M.mp4 Merge branch 'master' of sbox-rts
3 Years Ago
Added Tesla Coil pulse effect
3 Years Ago
Added Tesla Coil base and units will now reach their destination before trying to interact with targets
3 Years Ago
Uncommented fog code
3 Years Ago
First implementation of aircraft dust particles
3 Years 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)
3 Years Ago
Added Chinook animgraph, AgentRadiusScale, implemented Chinook model and fixed flocking not working for units that don't use pathfinding
3 Years Ago
Updated Airfield model to the placeholder
3 Years Ago
Added Air Superiority technology researchable from the Advanced Research Lab
3 Years Ago
Added Airfield stub and Air Superiority technology
3 Years Ago
Superior method for having units occupy aircraft (lower it to the ground, duh)
3 Years Ago
Added support for aircraft
3 Years Ago
Grenadier requires Pyrotechnics research to train
3 Years Ago
Re-compiled all .sound files
3 Years 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
3 Years 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
3 Years Ago
Commented out code to cull particle effects
3 Years 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
3 Years Ago
Update CollisionSize for all vehicles not just the tank
3 Years 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.
3 Years Ago
Fixed various issues with sizing in the Resource and Population display. Fixed Turret not rotating properly.