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98 Commits over 61 Days - 0.07cph!

Today
Remove unused namespaces
Today
Update gamelib
Today
Fix setting chaperone to NULL causing an error Add Archers to list properly for Watch Tower + update process methods Ensure trebuchet does not attack own units Pass owning player into trebuchet projectile Fix orientation of bomb model Simplify IDamageable Units will no longer change formation during attacks. Units will not move or attack for 0.5 seconds on spawn. Units will not move toward any kind of formation if it would be outside of the range of attack. Added EggFlags.Invulnverable. Gate archers are invulnerable.
Today
Added WaitingForOpponent stub display
Today
Temporary hack around positioning of VR Overlay Panel until fixes are made
Today
Auto upgraded .addon Stub match summary VR overlay panel Show Match Summary on game initial load for testing Automatically hide Slingshot if SteamVR is rendering controllers Fix error with Player constructor Re-compiled materials / models Test VR controller input on Match Summary panel
Today
Move render entities and remove clothing code. Update to use player customized clothing assets.
5 Days Ago
Update .addon
5 Days Ago
Change egg hud name text green and add a render entity circle beneath the eggs to show when they are hovered
5 Days Ago
Added Egg.IsReady and make all eggs start ready at the beginning of the game
5 Days Ago
Added some placeholder sounds for egg pickup, egg ready, egg return, egg break, slingshot pull and slingshot release
5 Days Ago
Create EggLibrary attribute derived from Library with a Weight property. Use that to avoid creating instances unnecessarily. Fix not being able to pickup any eggs if at least one is unavailable
5 Days Ago
Updated gamelib Update fgd Added Egg.CanPickup and Egg.TimeSinceSpawn Added EggItemData.SpawnDelay Implement spawn delay display into EggHud Show a red outline and prevent pickup if an egg spawn delay has not elapsed yet Fixed NRE in ProcessAttack when called from EggGroup if an attacking unit is trying to attack something that is already dead Added a probability / spawn chance system for eggs with different weightings to be selected
6 Days Ago
Increase the size of the font used to display the enemy player and health
6 Days Ago
Tweaked weapon fire rates for each type of unit Added support for archers to sit on each gate and attack enemies that are dangerously close
6 Days Ago
Added GateArcherSpawnpoint (Hammer: slingshot_gate_archer_spawnpoint)
6 Days Ago
If a unit has a target to attack before it has reached formation, try to reach formation during the attack at half the speed whilst also steering towards range
6 Days Ago
Add Player.GiveEggsToEnemy server var for testing Implement GiveEggsToEnemy support for Stationary eggs Try to automatically switch to a closer target but only if we're attacking a gate Ceil health display for egg group hud
6 Days Ago
Add sling attachment to the Trebuchet Added TrebuchetProjectile class using simple bezier curve Add Position to DamageInfo for Plague Barrel Increase damage for TrebuchetData and remove EggFlags.Mobile from valid target Allow Bombs to attack any IDamageable not just EggGroup types Add TrebuchetData to test egg set Add Trebuchet entity and fire a projectile every 5 seconds (test)
6 Days Ago
Add a higher mass for bomb so it can't be slung as far down the battlefield
6 Days Ago
Make the bombs attack radius much smaller and have them only attack stationary units Remove redundant weapon code from DirectDamage Add IDamageable.TakeDamage Add EggGroup.SetChaperone to properly clean up any previous chaperone Add Unit.ProcessWeapon virtual method Implement bomb damage and particle effects Merge branch 'main' of sbox-slingshotsiege
7 Days Ago
Added EggFlags.RadiationSlows and update units to have that flag Added EggGroup.OnItemDamaged Give player a test Plague Barrel Rename OnEggLanded/OnEggThrown to OnThrown/OnLanded Add Radiation damage support to slow groups and implement Plague Barrel blast damage, radiation and kill time
7 Days Ago
Temporarily disable hand IK - it looks like ass at the moment because I'm not doing it right
7 Days Ago
Display the ⚔️ emoji in a group's name if they are engaged in combat
7 Days Ago
Don't destroy the gate target on death just set its life state
7 Days Ago
Use client name for each player
7 Days Ago
Set the player for each gate target properly on initialize
7 Days Ago
Add world hud with player name and health to each gate
7 Days Ago
Have debug lines for weapon attacks show for a random period of time
7 Days Ago
Give archers a large attack radius but a lower aggro radius so they don't need to move so much when they aggro
7 Days Ago
Use > instead of < (idiot)
7 Days Ago
Add OnItemKilled and call it when the item dies storing its last damage info. Automatically re-assign targets as they die. Move towards targets out of range. Rename AttackRadius to AggroRadius and add AttackRadius for actual combat per unit. Merge branch 'main' of sbox-slingshotsiege
7 Days Ago
The target position of a commandeered group will be copied from the group that stole it
7 Days Ago
Add .enemy class to Egg Group Hud and display red if its an enemy group Remove RequiresChaperone and add EggFlags.NeedsPush Add EggItemData.Is and update to use in place of Data.Flags.HasFlag for ease
7 Days Ago
Have eggs rotate more naturally based on their velocity when slung
7 Days Ago
Increased Battering Ram and Bomb Speed slightly Automatically hide Egg Group Hud when a Chaperone is present. Show the group that is currently being Chaperoned on the Chaperone's Group Hud.
8 Days Ago
Adjust unit animation speed when moving based on velocity
8 Days Ago
Added BombData and RequiresChaperone for config Add bomb to test egg set Added stub Bomb entity and fixed unit rotations when chaperoning
8 Days Ago
Update all damage resistances Add Cavalry and Spearman stubs Adjusted unit speeds to make more sense Added additional watch tower attachments for archers Added custom entity type for Watch Tower which spawns its own archers at attachments Check IsValid on egg group in ProcessIdle to support items with no group Added EggFlags.Chaperone and have Archer, Cavalry and Spearman set chaperone capability Added TickAttack and set Target properly for each group when one is found. Added Escorting system (initial basic impl) which will keep formation relative to the escortee. Units inherit velocity of their group. Chaperones inherit velocity of their escortee.
8 Days Ago
Set rotation of stationary items to face their target on spawn Update rotation of Trebuchet model so that it faces forward Add EggFlags Add target / process stubs to Stationary egg entity Add flags and move conditions for attacking and attack priority to egg classes Update trebuchet to only attack stationary or mobile item types (it should ignore escort only items)
8 Days Ago
Added Trebuchet data and Direct Damage data Plague Barrel entity stub Plague Barrel data with particle effects OnEggThrown and OnEggLanded virtual methods on data Set model of thrown direct damage eggs immediately and initialize any trail effects
9 Days Ago
Add submodule properly
9 Days Ago
Remove modules :S
9 Days Ago
Add submodule
9 Days Ago
Remove gamelib directory
9 Days Ago
Units will move towards their group position if the target position is blocked (they would hit a wall) Egg groups will interpolate their z position to align with the ground as they move Make traces for egg landings only hit the world and remove the radius Merge branch 'main' of sbox-slingshotsiege
13 Days Ago
Recompile placeholder assets Have units start out in the middle and get into formation on egg break IDamageable extends IValid ProcessMove, ProcessIdle and ProcessAttack implementations
13 Days Ago
Move Speed to base Egg Item Data Add TickMove to IEggItem Implement TickMove on Unit and GetGroupPosition implementation Move groups as their own thing and have members move to localized positions within the group as a formation
13 Days Ago
Restore weapons for egg items
13 Days Ago
Attempts to fix the random crashing that's cursing my night