branchsbox-rts/mastercancel

662 Commits over 730 Days - 0.04cph!

3 Years Ago
Implemented new bullet tracer and muzzle flash effects. Added display on buildings to show the current queue item.
3 Years Ago
Added 2 different Explosion particles Added 2 different Explosion particles + removed old version
3 Years Ago
Explosion Particle Explosion Particle initial push Tweaked flamethrower particle Added some randomness Bullet Trace Particle Initial Bullet Trace Particle Small Medium and Large Muzzle Flashes Multiple muzzle flash sizes for different purposes.
3 Years Ago
Fixed null ref
3 Years Ago
Default Unit Group item health to 0%
3 Years Ago
Added Unit Groups (Shift + Number) to add selected units to a group, pressing the number on its own will select that group. Added Unit Group UI lists to the top middle.
3 Years Ago
Tidy ups, refactors and moved more junk out of the Game class Merge branch 'master' of sbox-rts
3 Years Ago
Improved flamethrower fire particle Reduced size and fixed smoke not showing
3 Years Ago
Some optimizations
3 Years Ago
Fixed health displaying as a float. Fixed tag names (apparently you can't use periods?) Changed AreaOfEffect to AreaOfEffectRadius for clarity
3 Years Ago
Also update unit static tags
3 Years Ago
Two seperate flowfield entity tags: flowfield.ground and flowfield.ignore to distinguish between units and the ground
3 Years Ago
Removed old Placeholder render entity and added a custom render entity for ability target selection. Use Input.Down instead of Pressed or Released for selecting ability targets to guarantee selection.
3 Years Ago
Fixed flamethrower particles not displaying and fixed a compile error in Ragdoll
3 Years Ago
Various optimizations for performance including use RenderAlpha instead of EnableDrawing (why does this help?)
3 Years Ago
Use native System.Numerics.Vector3 for fog calculations because it is faster, and only update the fog map once every 100ms
3 Years Ago
Use Library.GetAttribute instead of using reflection to get the type name
3 Years Ago
Fixed entity hud anchor elements updating in the wrong place. Added component system for items. Units will take time to move between tunnels. Merge branch 'master' of sbox-rts
3 Years Ago
Organised Flamethrower Particle Moved flamethrower particle into own folder Added Electric bolt particle Electric bolt particle Added Ice Blast particle Ice Blast Particle
3 Years Ago
Fixed Rotation on Tunnel Model Rotation on Tunnel Model
3 Years Ago
Implemented temporary tunnel model
3 Years Ago
Added temp tunnel model Temp tunnel model Merge branch 'master' of sbox-rts
3 Years Ago
Increase SMG fire rate and half damage
3 Years Ago
Update the hold type of the SMG
3 Years Ago
Attempt to map the citizen clothing models to a static class for intellisense and update units to use some clothes for now
3 Years Ago
Fixed the Entity Hud not showing for buildings
3 Years Ago
Added a Tunnel building. It has an ability that can connect itself to another Tunnel building, and units that occupy one will vacate the other. Adding the Infrastructure technology and restructured the tech tree.
3 Years Ago
Added a Status Effect system. Statuses such as Burning can be applied to units or structures for a certain time. Any Flamethrower will apply this to units in range, including your own units!
3 Years Ago
Give the buggy a smaller node size
3 Years Ago
Added the Buggy, a vehicle that some units can enter and attack from. Added a system to allow unit definitions to specify a custom entity type (that must extend UnitEntity) for specialized behavior.
3 Years Ago
Added Temp Buggy Temp buggy model Merge branch 'master' of sbox-rts
3 Years Ago
Added the Watchtower and Pillbox structures that can have occupant units that can attack from the structure
3 Years Ago
Added temp pillbox model Temp model for pillbox Merge branch 'master' of sbox-rts
3 Years Ago
Added `muzzle` attachment to the Watchtower
3 Years Ago
Updated Flamethrower Particles + Fire Particles https://files.facepunch.com/louie/1b1311b1/particles_weapons_flamethrower.vpcf%202021-07-13%2010-07-46.mp4 Added fire particles. Merge branch 'master' of sbox-rts
3 Years Ago
Added all base resistance types and updated to support weaknesses which are just negative resistances. Moved some UI classes into their own thing for simplicity. Added resistances / weaknesses to tooltips.
3 Years Ago
Use spawns worker not assault
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.