248,706 Commits over 3,959 Days - 2.62cph!
Be more aggressive with fading enemy units in and out. Don't allow researching tech that is already researched
Can no longer change voice pitch on cargo ship PA
Changed voice ranges, falloffs and volume for all voice broadcasting items (connected speakers, megaphones and microphone stands)
Is player has a large medkit in their belt when becoming wounded, their chance to recover when time runs out is locked at 100%. Recovering then uses up the medkit but doesn't provide any bonus health.
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Update circle sizes for units properly and added a basic resource display
Merge branch 'master' of sbox-rts
Updated Assets
Updated Rocks to include all types
Removed Metal files
Added Plasma files
Reworked boom box lod setup
Automatically spawn and destroy plasma effect particles at attachment location
Food and water levels now affect recovery chance from wounded state. Added convar woundedmaxfoodandwaterbonus that sets the maximum percent chance increase
Disable unused particle function
Added support for the Plasma resource type as a map entity in preparation for Louie's stuff
Added ability to set default Model, Material Group, and BodyGoup when adding Hammer.Model property
Add a slight additional buffer to the clipping check for vehicle seats that are right at ground level (e.g. Chippy arcade machine)
Fixed not being able to mount minicopter due to overzealous clipping check
Fixed case where ListMenuItem click callback would trigger twice
reduced spider hitbox
quad ice laser ringBullet
sweep wont affect units with >1 repulsion circle
unit implode rotation, etc
fix orb trapGun ECS bullet
Merge branch 'master' of SpaceUsurperUnity
build !redux_all !ecs
Added NativeBulletQueue with deterministic read ordering
Chase and combat state improvements.
WIP street lamps
LODs and final setup still to come but all the bits are in.
Merge branch 'master' of sbox
Bypass tunnel progress backup
Default usecalculatepath to true
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Updated the rules for building placement and construction range, buildings have a line of sight based on their bounding box plus some minimum range
updated human AI designs with extra combat->cover transition
Reset entity FXBlend cache when the current view changes during a frame
Resources are fog culled until seen and then remain visible (and can be hovered / used)
You can now hover over resources to see how much stuff they have left in them
Add local addons as packages
Background Stuff
Added support for autogen of enums for fgds
Merge branch 'master' of github.com:Facepunch/sbox
Fixed formatting
merge from animaltweaks. Distance changes.
Updated mipbias for terrain textures
Updated pool to work with the latest core changes
Added different ranges for Interaction and Attacking. Added support for resource entities. Added gathering resource entities and automatic depositing of them. Refactored items to use HashSet over List. Added networked resource lists.
Stack based back/forward
Navigator Variables
GameScreen, GameCreate uses navigator
Don't die if deleting panels creates errors
update WIP construct, fix nav, tweak tonemapping brightness
Merge branch 'master' of sbox
Don't allow updating settings too often.
Looking at updating postprocessing package
Added resource map entity stubs
Add Panel.OnHotloaded
Call Panel.InitializeEvents on hotload, remove previously added events
Update current link when switching tabs
Do not allow to use the "Drive" property on entities that are already being driven.
Fixed a bug with Selection list not updating before Tag added/removed methods, added the Scout unit and a primitive method for determining spawn locations of units
Fixed MouseBack, MouseForward UI events not doing shit
Navigator supports history back/forward
Only unmount .gma files when we clear unused materials
Do not clear unused textures after reloading models on disconnect (It is still being done just before loading onto a server/into singleplayer)