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108 Commits over 151 Days - 0.03cph!

3 Years 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
3 Years Ago
Add submodule properly
3 Years Ago
Remove modules :S
3 Years Ago
Add submodule
3 Years Ago
Remove gamelib directory
3 Years 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
3 Years 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
3 Years 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
3 Years Ago
Restore weapons for egg items
3 Years Ago
Attempts to fix the random crashing that's cursing my night
3 Years Ago
Added some placeholder assets. Completely stripped out Flow Field / Pathfinding related stuff, it's not really needed at all actually for this game. Started adding attack / find target logic to egg groups. Temporarily allow any position to be valid when throwing an egg until map is updated to support play area. Added Spawn Radius property to egg items. Archers will spawn evenly distributed in a circle.
3 Years Ago
Added basic Figurine classes to represent static items inside eggs Add figurine data for each available egg type Create figurine and attach to attachment for each egg Use right hand transform for egg rotation by multiply by rotation from right vector
3 Years Ago
Added a basic egg hud that - for now - just shows the name of the item in the egg IEggItem uses IValid interface for better usage Fixed egg particle crack effects being shown multiple times. Add Egg Hud to Eggs and standardize egg colors by type. Fixed eggs sometimes not respawning after landing
3 Years Ago
Weaknesses renamed to DamageModifiers. Update base stats for Archer, Battering Ram and Watch Tower.
3 Years Ago
Simple weakness data for any egg item type (not hooked up)
3 Years Ago
Localize particle creation for egg impact
3 Years Ago
Adjust VR anchor to cater for sitting / standing mode (I think my room scale config was wrong before) Merge branch 'main' of sbox-slingshotsiege
3 Years Ago
Use sling speed modifier for egg rotation as well
3 Years Ago
Clamp slingshot force to min and max to fix overshooting and ignoring egg mass. Add egg item data sling speed modifier (set it to 0.5 by default).
3 Years Ago
Rotate BR model 90 degrees so it faces F(orward). Increase mass of stationary eggs. Slow down BR.
3 Years Ago
Added Battering Ram stub. Let egg item data classes create their own animators. Pass owning player to spawn for eggs.
3 Years Ago
Center the egg group hud and raise it. Automatically scale based on distance.
3 Years Ago
Added Stationary, StationaryData. Added prelim support for Watch Tower (first stationary egg.) Add HudOffset for eggs. Let egg data classes handle their own spawn logic.
3 Years Ago
Set player model to citizen. Hide if we are the local pawn (client-side.) Set IK animation values for hands (bit wonky at the minute.)
3 Years Ago
Correctly spawn a new egg for every egg lost (eventually eggs will respawn on a timer)
3 Years Ago
Adjust maximum flowfield square size automatically based on node size. Show red circle if target placement is invalid.
3 Years Ago
Fixed pouch force not being applied on release
3 Years Ago
Only simulate egg physics if authority.
3 Years Ago
Automatically set a sensible value for the flowfield height threshold. Lower flowfield node and collision sizes for this game. Find a suitable location near the gate if the gate's location is occupied.
3 Years Ago
Added EggGroupHud with basic information for a group such as Name, Count and Health
3 Years Ago
Added EggGroup for tracking multiple units / egg items and averaging position
3 Years Ago
Updated to use pickup as right trigger. Use regular tick for egg physics after it has been flung. Keep track of player in egg.
3 Years Ago
Added Mass property to egg data. Added simulated target position calculation for eggs. Use simulated target position to render a circle to show predicted landing.
3 Years Ago
Apply twice as much force to the pouch and don't apply force if sent from server and we're the owner (we already did that)
3 Years Ago
Egg respawn and predicted egg pickup and release (smoooth) using custom physics (needs work)
3 Years Ago
Fix dev camera. First attempt at egg attachment and release
3 Years Ago
Add Hammer.Skip to Unit entity
3 Years Ago
Added basic egg item data system (BaseNetworkable) and create 6 random eggs on initialize
3 Years Ago
Added slingshotsiege_egg_spawnpoint
3 Years Ago
Force fgd to generate
3 Years Ago
Added missing Hammer entities
3 Years Ago
Fixed movement and added test move position
3 Years Ago
Scale fixes (movement still broken) and added slingshot_gate_target
3 Years Ago
Setup for units and flowfields to create and move toward gate when an egg is broken
3 Years Ago
Disable collisions on the player
3 Years Ago
Fixed pouch not being reset properly for other players
3 Years Ago
The pouch is now predicted and spring joints are client-side (Egg is not predicted right now)
3 Years Ago
Only spawn players when minimum of 2 are on - spawn in respective "seat". Seat each player correctly and ensure VR anchor is rotated properly. Fix Znear so people stop crying
3 Years Ago
Spent some time with my mate's actual slingshot, improved rest behavior. Pouch hangs back and lower from the slingshot generally and rests faster.
3 Years Ago
Quite happy with this behaviour (pouch grabbing still not predicted)