494 Commits over 730 Days - 0.03cph!
Make plasma particles actually work but investigate why spawning the particle system server-side does is failing
Merge branch 'master' of sbox-rts
Moved entities to daynight_* format including daynight_controller and daynight_window
Added a spotlight beneath the player's cursor that fades in when it becomes night time
Added test colors to rts_basic for reference
Added time of day section callback events and Hammer outputs for `day_night_cycle`
Manager type classes are no longer entities but instead are static classes
Use colors specified in the day_night_cycle entity from the map
Use as low a resolution as possible for the fog for better performance now that it is antialiased
Added rts_kill test command to kill selected units. Updated fog methods to use new ones by Sam.
Potentially better positioning of the sun
Day Night Cycle experiment
Ditch the unreliable flocker and use a simpler algorithm to slow down units that are too close to others
Merge branch 'master' of sbox-rts
Updated all buildings with new placeholders
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