662 Commits over 730 Days - 0.04cph!
Implemented new bullet tracer and muzzle flash effects. Added display on buildings to show the current queue item.
Added 2 different Explosion particles
Added 2 different Explosion particles + removed old version
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.
Default Unit Group item health to 0%
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.
Tidy ups, refactors and moved more junk out of the Game class
Merge branch 'master' of sbox-rts
Improved flamethrower fire particle
Reduced size and fixed smoke not showing
Fixed health displaying as a float. Fixed tag names (apparently you can't use periods?) Changed AreaOfEffect to AreaOfEffectRadius for clarity
Also update unit static tags
Two seperate flowfield entity tags: flowfield.ground and flowfield.ignore to distinguish between units and the ground
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.
Fixed flamethrower particles not displaying and fixed a compile error in Ragdoll
Various optimizations for performance including use RenderAlpha instead of EnableDrawing (why does this help?)
Use native System.Numerics.Vector3 for fog calculations because it is faster, and only update the fog map once every 100ms
Use Library.GetAttribute instead of using reflection to get the type name
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
Organised Flamethrower Particle
Moved flamethrower particle into own folder
Added Electric bolt particle
Electric bolt particle
Added Ice Blast particle
Ice Blast Particle
Fixed Rotation on Tunnel Model
Rotation on Tunnel Model
Implemented temporary tunnel model
Added temp tunnel model
Temp tunnel model
Merge branch 'master' of sbox-rts
Increase SMG fire rate and half damage
Update the hold type of the SMG
Attempt to map the citizen clothing models to a static class for intellisense and update units to use some clothes for now
Fixed the Entity Hud not showing for buildings
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.
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!
Give the buggy a smaller node size
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.
Added Temp Buggy
Temp buggy model
Merge branch 'master' of sbox-rts
Added the Watchtower and Pillbox structures that can have occupant units that can attack from the structure
Added temp pillbox model
Temp model for pillbox
Merge branch 'master' of sbox-rts
Added `muzzle` attachment to the Watchtower
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
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.
Use spawns worker not assault
Update flamethrower_smoke.vpcf
Adjusted some values
Updated Flame Particle
Improved look of particles
Initial Flamethrower effect implementation (might need some re-thinking.)
Updated Particles
Updated Particles to not fade in and out
Flamethrower Particle
Flamethrower particle with Control Points
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.
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.
Updated Countryside Map
Addition art
Minor adjustments around map for flow field
Revert back to using Event.Frame for the EntityHudAnchor positional update
Fixed UI issues with EntityHudAnchor and now they fade in and out properly when units become visible through fog
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.
Align Entity Hud elements properly (centered) with margins. Units can now fire through other units. Renamed Range to Radius in most cases for clarity.
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.