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494 Commits over 730 Days - 0.03cph!

3 Years Ago
Potentially fixed entity hud anchors jittering and bypass queue completely with rts_doitnow
3 Years Ago
Add move confirmation marker to occupy command
3 Years Ago
Added OccupyCommand updated Occupy to use the new command system
3 Years Ago
Remove csproj
3 Years Ago
Fixed target alpha for buildings in your own local team group. Added `rts_doitnow` to enable skipping of wait times such as building and queuing items
3 Years Ago
Moved IsProxyOfBuilding methods to BuildingEntity and renamed to IsProxyOf
3 Years Ago
Rename RadarJammerRange to RangeEntity and implement range display for tunnels Merge branch 'master' of sbox-rts
3 Years Ago
Ignore local files Added Deep Search for Proxies Revert Local Changes Remove Whitespace Merge pull request #114 from ZenBre4ker/Mega-command-centre Dependencies: Fix Proxies not counting for dependencies
3 Years Ago
Change PhysicsBody Merge pull request #116 from ZenBre4ker/Build-Preview Build Preview: Fix Physics Collider Update
3 Years Ago
Check for occupation Merge pull request #115 from ZenBre4ker/Non-Idle-Brewery Idle Workers: Check for occupation
3 Years Ago
Increased starting resources slightly and fixed various issues with targets clearing early
3 Years Ago
Various balance changes to health and resistances. Fixed scan ability range. Fixed Buggy requiring Pyrotechnics. Increased Beer Crate starting stock.
3 Years Ago
Clamp the length of the flock steering to the max movement speed
3 Years Ago
Added OnMoveStackEmpty virtual method and ensure that previously gathering units continue to gather nearby
3 Years Ago
Increased ZFar
3 Years Ago
Fixed invisible buildings
3 Years Ago
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.
3 Years Ago
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.
3 Years Ago
Much faster to iterate and cull particles this way
3 Years Ago
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
3 Years Ago
Cleaner but potentially more expensive attempt at flocking. This will ensure all units in range of other units will avoid eachother
3 Years Ago
Fixed blueprint visibility being too low. Made changes to the cursor spotlight to make it brighter in unseen fog areas.
3 Years Ago
Only deduct the population boost from destroyed buildings if they had finished construction to avoid overflow error
3 Years Ago
Show a confirmation marker for every command (in future have different marker particles @bakscratch )
3 Years Ago
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.
3 Years Ago
Pressing Space will move the camera to the middle point of the currently selected units
3 Years Ago
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
3 Years Ago
All subsequent command centre builds take 60 seconds, but the first one is instantaneous
3 Years Ago
Added option for building definitions to specify if it will be built instantly the very first time a player tries to construct one
3 Years Ago
Changed the color of metal ore to be more visible on tooltips
3 Years Ago
Fixed using IsLocalPlayers instead of comparing players
3 Years Ago
Fixed being able to issue commands to enemy units
3 Years Ago
Updated selected item UI slightly. Added ability to view information on a single enemy target by clicking on them
3 Years Ago
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
3 Years Ago
Use new CurrentSequence instead of Sequence
3 Years Ago
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
3 Years Ago
After a day of nightmare I think I've finally got unit command system / move group stack where I'm happy
3 Years Ago
A bunch of work on queueable commands but I'm not sure I like it or that it's worth it - evaluate later
3 Years Ago
Moved fog updating to RTS / gamemode to avoid nasty thread pool issues
3 Years Ago
Fix being able to deposit resources in a building that is under construction
3 Years Ago
Accidentally left a spammy log in tick
3 Years Ago
Improved the fog system with OnVisibilityChanged method on IFogCullable and updated building memory system to use it
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Revert this too
3 Years Ago
Commented out WIP CurrentSequence code
3 Years Ago
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.
3 Years Ago
Fixed HUD still showing when a building clone is created
3 Years Ago
Fixed the transition between the clone and real building
3 Years Ago
Fade back in and out instead of instantly