452 Commits over 730 Days - 0.03cph!
Temporarily disabled flocking behaviour as it refuses to respect the flow field. Made optimizations to flow field calculation speed. Removed asynchronous generation of static collisions for now.
test
Merge branch 'master' of sbox-rts
Merge branch 'master' of sbox-rts
Added PathResult to determine whether a path could be calculated
Oops, commit this material
Added placeholder boxes so people know these buildings models are temporary
Temporarily remove Recoil on the Tank until its done by the animation graph
Added fully functional tank unit and updated Weapon to support a bunch of new stuff.
Implemented blur on some UI elements and fixed broken namespace using statements. Updated round change detection to use OnChangedCallback attribute.
Removed NavPath and NavSteer from Gamelib
Removed PropertyWatcher (obsolete). Added RPCUtility. Added experimental DayNightManager (currently not working due to a crash.) Added automatic creation of unit node size pathfinder objects.
Experimental fog interpolation code (unoptimized)
Reduce the flocking radius for detection of whether a unit has reached their destination
Automatically mark a unit as static or not based on whether they have a valid move group but do not do it in tick
Flow field optimizations. GetDiameterXY method for models. Round to nearest node size for GetDestinations. Properly update paths or cancel a path request when a chunk's collisions are updated.
When units are standing still, other units will try to go around them. You can use this to block an area with a line of units.
Direct units towards central node positions for smoother transitions between nodes
Refactored PathManager and Pathfinder to support pathfinders of different node sizes. Units can specify their node size (for example, vehicles are larger than soldiers and cannot fit through such small gaps.)
Fixed multi-select prioritizing buildings. Fixed attack range being larger than line of sight range. Fixed rather annoying bug where portal gateways were often ignoring collisions!
Increased unit move speed by 30% and force running animation for any speed over 300
Added cullable unit ragdolls and added attack animations and hold types to Simple Terry
Use tasks when creating the flow fields and when updating all collisions to reduce the hang
Merge branch 'master' of sbox-rts
Flow field optimization and never update any collision tiles marked as static
Fixed interaction range issues and added ff_debug and rts_fog server variables
Merge branch 'master' of sbox-rts
Fixed render error and MoveGroup memory leak
Merge branch 'master' of sbox-rts
MoveGroup belongs in the Flow Fields game lib now and added method to IFlockAgent
Attack units automatically if we're standing still even though we're selected
Added better debug stuff and fixed interaction between units and items
Tweaks to the fog material
Flow Field Flocking v0.9
Simplified flocking to one single radius and use multipliers in Flocker
Merge branch 'master' of sbox-rts
Added `rts_collisions` command to re-calculate pathfinding collisions for debug. Added CollisionScale to Pathfinder.
Added more unit sound types. Added some toasts for technology research and unit trained. Fixed Simple Terry's ragdoll.
Only update the item entity HUD if it is visible
Started adding Simple Terry
Automatically set the texture resolution based on map size to keep it uniform. This will be antialiased eventually.
Set a larger default fog size if no flowfield_ground entities are present
Default pathfinder grid size is larger if no flowfield_ground entities are present
Remove fog_bounds and automatically determine the size from flowfield_ground where possible
Fixed building placement on the grid. Fixed unit spawning around buildings to support new navigation.
Tidied up a bunch of stuff and added a flowfield_ground Hammer entity. The flow field pathfinding will use these to determine what the ground is and automatically set height maps and grid bounds.
More performance optimizations for flow fields
Fixed some pathfinding issues with directions and temporarily draw debug collisions on map start
Experimental flow field pathfinding
Kind of got flow field generation down to a minor stutter...
Struct test - slower (50%)
Much faster
Chunked Flow Field with "portal" connections coming soon(TM)
Backup
So close to having working flow field that's reasonably fast, except sometimes units get stuck alternating between nodes
Various improvements and optimizations but units still get stuck between portals
Backup
WIP
Fully functional flow field pathfinding with chunks / HPA*
Removed debug line and set hard map limit of 30k x 30k
The flow field pathfinding is now better and units can correctly approach buildings again. The flow field will update automatically when new buildings are created.
Merge branch 'flowfields'
Found a perspective angle that I'm happy with. Decals don't render in orthographic (yet).
Added a system to create impact effects and damage decals on units when attacked
Fixed fog not updating when units die. Increased turret fire rate and damage. Temporarily fixed flesh impacts until a proper fix is implemented. Added turret recoil. Unit entities will ragdoll on the client and then fade out over time after being killed.