452 Commits over 730 Days - 0.03cph!
Adjusted the radius and height of the Nuke again (looks good)
Use half the radius for the width and the full radius for the height
Implement CP#2 support for the Nuke in anticipation of upcoming particle effect changes
Merge branch 'master' of sbox-rts
Implemented GetAttackPriority and added AttackPriority to each base item definition
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.
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.
Removed Priority Queue classes because it turns out they're worse
Fixed chunk sizes and PathManager creating way more Pathfinder objects than it needs to causing lag when updating collisions
Added Priority Queue classes
When resources change lerp the transform in the top bar instead of adjusting the font-size
Give vehicles some bullet resistance. Some refactoring to Weapon to reduce some repetition. Added the Marksman with the Killshot ability.
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
Added proper effects for the Heal Ability and added the Healing Status
Serialized status data experiments
Change BaseStatusData to StatusData as it isn't abstract and can actually be used
Merge branch 'serialized-statuses'
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
Airstrike requires Pyrotechnics and Tesla Coil requires Overvoltage
Added the Airstrike ability to Headquarters https://files.facepunch.com/conna/1b2111b1/ibfkjzzZ2M.mp4
Merge branch 'master' of sbox-rts
Added Tesla Coil pulse effect
Added Tesla Coil base and units will now reach their destination before trying to interact with targets
First implementation of aircraft dust particles
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)
Added Chinook animgraph, AgentRadiusScale, implemented Chinook model and fixed flocking not working for units that don't use pathfinding
Updated Airfield model to the placeholder
Added Air Superiority technology researchable from the Advanced Research Lab
Added Airfield stub and Air Superiority technology
Superior method for having units occupy aircraft (lower it to the ground, duh)
Added support for aircraft
Grenadier requires Pyrotechnics research to train
Re-compiled all .sound files
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
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
Commented out code to cull particle effects
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
Update CollisionSize for all vehicles not just the tank
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.
Fixed various issues with sizing in the Resource and Population display. Fixed Turret not rotating properly.
Implemented new bullet tracer and muzzle flash effects. Added display on buildings to show the current queue item.
Default Unit Group item health to 0%
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.
Tidy ups, refactors and moved more junk out of the Game class
Merge branch 'master' of sbox-rts
Fixed health displaying as a float. Fixed tag names (apparently you can't use periods?) Changed AreaOfEffect to AreaOfEffectRadius for clarity
Also update unit static tags
Two seperate flowfield entity tags: flowfield.ground and flowfield.ignore to distinguish between units and the ground
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.
Fixed flamethrower particles not displaying and fixed a compile error in Ragdoll
Various optimizations for performance including use RenderAlpha instead of EnableDrawing (why does this help?)