reposbox-rtscancel

707 Commits over 730 Days - 0.04cph!

3 Years Ago
Update flamethrower_smoke.vpcf Adjusted some values
3 Years Ago
Updated Flame Particle Improved look of particles
3 Years Ago
Initial Flamethrower effect implementation (might need some re-thinking.)
3 Years Ago
Updated Particles Updated Particles to not fade in and out
3 Years Ago
Flamethrower Particle Flamethrower particle with Control Points
3 Years Ago
Refactored managers to simpler names. Added a Damage Resistance system. Units and buildings can have resistances to different damage types such as Fire, Explosions or Projectiles.
3 Years Ago
Added APC for transporting units. Added new technologies: Carbines, Armored Plating and Pyrotechnics. Added Pyromaniac flamethrower unit stub. Changed Assault -> Cannonfodder, and Assault is now an SMG unit.
3 Years Ago
Updated Countryside Map Addition art Minor adjustments around map for flow field
3 Years Ago
Revert back to using Event.Frame for the EntityHudAnchor positional update
3 Years Ago
Fixed UI issues with EntityHudAnchor and now they fade in and out properly when units become visible through fog
3 Years Ago
Added Occupiable interface for items and entities so that units can now occupy both units and buildings (transport vehicles.) Fixed unit line of sight so now units properly fade in exactly on the border edge. Temporarily use a little hack for occupants list until we find a proper fix. Refactored target system for units to have multiple types.
3 Years Ago
Align Entity Hud elements properly (centered) with margins. Units can now fire through other units. Renamed Range to Radius in most cases for clarity.
3 Years Ago
Units will be automatically evicted when a building is destroyed. Buildings can optionally specify an occupant damage scale, if the building is damaged the units inside will take this percent of damage. Units will now periodically check to see if there are better targets to auto attack.
3 Years Ago
Added Building Generator system. You can specify whether a building generates resources over time, and whether it needs units occupying the buildings to do so and how many. Multipliers per occupant. Added brewery support to generate Beer per Worker inside over time. Added ResourceHint UI display that shows changes in resources over a position in the world. Re-jigged some technologies to make use of the Research Lab.
3 Years Ago
Added cooldown support for abilities. Added Client support for ability callbacks for doing any client-side effects. Added use duration support for abilities (some abilities take a while to complete.) Each ability a unit has is now its own instance and can carry additional data. Merge branch 'master' of sbox-rts
3 Years Ago
Renamed "PropDayNight" to "DayNightProp" Renamed to copy the same name style as current ones Removed default model parameter
3 Years Ago
Prop Day Night Entity Entity that changed the skin on a model depending on time of day. Updated Countryside map Additional Art Cleaned up some areas Changed Fence clipping back to what it was before
3 Years Ago
Added a generic ability system. Units can have different abilities that have their own dependencies. Abilities can target an area, a specific unit, or a specific structure. Implemented Heal ability for the medic. Cooldowns pending.
3 Years Ago
No longer poll for selection changes in SelectionItem but use callbacks instead. Properly update command list when anything changes that might give different commands.
3 Years Ago
Added a unit rank system. Each rank gives +1 damage bonus up to a max of 3 ranks.
3 Years Ago
Make Flow Field Blocker collisions static so that they never update again
3 Years Ago
Added `flowfield_blocker` a brush entity that can be used to manually add areas that shouldn't be accessible
3 Years Ago
I finally found it! This fixes agents sometimes moving through collisions exactly on a chunk border. You wouldn't believe the pain this caused me.
3 Years Ago
Cleared up some ambiguity in flow field property naming, and fixed automatic chunk sizing to support almost any node size. Added a new 200 node size pathfinder specifically for large vehicles.
3 Years Ago
Removed an old log and temporarily use position ahead instead of destination for flocking
3 Years Ago
Re-introduced flocking but this time it isn't rubbish - first check if the path we're steering off to is available
3 Years Ago
But don't make the pan speed super slow
3 Years Ago
Support ZNear and ZFar Merge branch 'master' of sbox-rts
3 Years Ago
Improved Plasma particles Improved Plasma particles to be more visible
3 Years Ago
Make plasma particles actually work but investigate why spawning the particle system server-side does is failing Merge branch 'master' of sbox-rts
3 Years Ago
Fixed Countryside map Fixed no shadows on light_enviroment
3 Years Ago
Updated Countryside Entities Updated map entities to new names.
3 Years Ago
Moved entities to daynight_* format including daynight_controller and daynight_window
3 Years Ago
Day Nigh Cycle Window Entity Entity for day night cycle that turns off and on window mesh when it's dawn or dusk with random delays. Updated Countryside Map Updated with new dynamic lighting and features.
3 Years Ago
Added a spotlight beneath the player's cursor that fades in when it becomes night time
3 Years Ago
Added test colors to rts_basic for reference
3 Years Ago
Added time of day section callback events and Hammer outputs for `day_night_cycle`
3 Years Ago
Manager type classes are no longer entities but instead are static classes
3 Years Ago
Use colors specified in the day_night_cycle entity from the map
3 Years Ago
Use as low a resolution as possible for the fog for better performance now that it is antialiased
3 Years Ago
Added rts_kill test command to kill selected units. Updated fog methods to use new ones by Sam.
3 Years Ago
Test
3 Years Ago
Antialiased fog
3 Years Ago
Updated Countryside Map Lighting adjustments Map Clean Up Merge branch 'master' of sbox-rts
3 Years Ago
Potentially better positioning of the sun
3 Years Ago
Day Night Cycle experiment
3 Years Ago
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
3 Years Ago
Updated Vehicles Simplified vehicles Removed clutter
3 Years Ago
Updated all buildings with new placeholders
3 Years Ago
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.