452 Commits over 730 Days - 0.03cph!
Change PhysicsBody
Merge pull request #116 from ZenBre4ker/Build-Preview
Build Preview: Fix Physics Collider Update
Check for occupation
Merge pull request #115 from ZenBre4ker/Non-Idle-Brewery
Idle Workers: Check for occupation
Increased starting resources slightly and fixed various issues with targets clearing early
Various balance changes to health and resistances. Fixed scan ability range. Fixed Buggy requiring Pyrotechnics. Increased Beer Crate starting stock.
Clamp the length of the flock steering to the max movement speed
Added OnMoveStackEmpty virtual method and ensure that previously gathering units continue to gather nearby
Fixed invisible buildings
Extremely basic placeholder setup screen to ready up and select your team group. Now it's very easy to start playing and testing 1v1s or 2v2s or even 3v1s. Whatever.
Optimized Flocker by passing in a fixed 8 length agent buffer. Optimized search for agent neighbours. Added a slight acceleration force to units when steering to make it smoother. Halved unit turn speed (movement only). Tweaked unit agent radius scale values. Fixed various issues with non-pathfinder based units flocking.
Much faster to iterate and cull particles this way
Add some short delays when setting up pathfinders and implement a height cache to share map heights across different pathfinders for efficiency. This is the fastest it can currently get without offloading to worker threads
Cleaner but potentially more expensive attempt at flocking. This will ensure all units in range of other units will avoid eachother
Fixed blueprint visibility being too low. Made changes to the cursor spotlight to make it brighter in unseen fog areas.
Only deduct the population boost from destroyed buildings if they had finished construction to avoid overflow error
Show a confirmation marker for every command (in future have different marker particles @bakscratch )
Added Idle Utility Units UI. It will display any idle Workers / Scientists. Click the button to cycle through them, Shift+Click to cycle + move camera and Ctrl+Click to select all.
Pressing Space will move the camera to the middle point of the currently selected units
Made some tweaks to Flag Marker (sorry Louie) it is now visible through stuff to make it easier to see when its attached to an entity
All subsequent command centre builds take 60 seconds, but the first one is instantaneous
Added option for building definitions to specify if it will be built instantly the very first time a player tries to construct one
Changed the color of metal ore to be more visible on tooltips
Fixed using IsLocalPlayers instead of comparing players
Fixed being able to issue commands to enemy units
Updated selected item UI slightly. Added ability to view information on a single enemy target by clicking on them
Added Rally Point system using move stack commands. Right-click a suitable structure to set its rally point and trained units will execute that command
Use new CurrentSequence instead of Sequence
A bunch of work on queueable commands but I'm not sure I like it or that it's worth it - evaluate later
After a day of nightmare I think I've finally got unit command system / move group stack where I'm happy
Moved fog updating to RTS / gamemode to avoid nasty thread pool issues
Fix being able to deposit resources in a building that is under construction
Accidentally left a spammy log in tick
Improved the fog system with OnVisibilityChanged method on IFogCullable and updated building memory system to use it
Added CanBeAttacked method on IDamageable / ISelectable. Blueprints cannot be attacked. Added blueprint tag. Enemy players will ignore your blueprints when interacting.
Merge branch 'master' of sbox-rts
Fixed units not being able to construct blueprints sometimes. Added Player.TeamGroup and IsLocalTeamGroup. Updated a lot of instances to use IsLocalTeamGroup to support teams. Fixed more bugs with blueprints. Cannot attack a unit in your team group.
Merge branch 'master' of sbox-rts
Commented out WIP CurrentSequence code
By default, placed structures are blueprints until they have a worker try to build them. Blueprints are only visible to and interactable by the player who owns them. Blueprints can be cancelled by left-clicking on them.
Fixed HUD still showing when a building clone is created
Fixed the transition between the clone and real building
Fade back in and out instead of instantly
First pass at adding building memory. A local copy of a building will be created if you can no longer see it. This means you can't tell if a building has been destroyed until you look again. Commented out animation data copying for now.
Merge branch 'master' of sbox-rts
Fixed a bug where resources that were made visible by default fog view range couldn't be hovered over. Added a faint outline to resource entities when the camera is near them.
Added RadarJammerEntity (building_radar_jammer). Added RadarJammerRange render entity. Radar Jammer shows its range when selected.
Merge branch 'master' of sbox-rts
Removed compiled files and updated electric bolt sound for the Drone weapon
Renamed Anti-Tank to Rocketman. Added Cryomaniac unit (similar to Pyromaniac but deals freezing effect and ice blast.) Added Plasma and Electric weapon upgrade possibilities to the Marksman. Added Plasma weapon upgrade possibilities to the Assault and Heavy units. Made Assault and Rocketman and Grenadier able to attack aircraft. Implemented EMP Bomb, Ice Bomb and Plasma Bomb properly for the Grenadier. Added sounds to the Tesla Coil. Added weapon upgrade possibilities for the Attack Drone (Plasma and Electric).
Merge branch 'master' of sbox-rts
Distance of Nuke and Airstrike increased by 3x for now
Double tap a selection group slot to automatically pan the camera over to the middle point between all of the selected items
Refactored UnitGroups to SelectionGroups. Buildings can now be added to selection groups.
See a tiny little bit more on unseen areas
Reduce Heavy model scale by 0.15. Player can now press Tab to switch between the active selected item in the multi-selection panel. Temporarily make unit circles and models visible through objects until there's a way to do this for outlines only.
I missed a spot