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662 Commits over 730 Days - 0.04cph!

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
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.
3 Years Ago
test Merge branch 'master' of sbox-rts Merge branch 'master' of sbox-rts
3 Years Ago
Updated buildings + cleanup Replaced buildings with simplified ones Cleaned up old assets Merge branch 'master' of sbox-rts
3 Years Ago
Added PathResult to determine whether a path could be calculated
3 Years Ago
Oops, commit this material
3 Years Ago
Added placeholder boxes so people know these buildings models are temporary
3 Years Ago
Fixed Fog Manager
3 Years Ago
Temporarily remove Recoil on the Tank until its done by the animation graph
3 Years Ago
Added fully functional tank unit and updated Weapon to support a bunch of new stuff.
3 Years Ago
Implemented blur on some UI elements and fixed broken namespace using statements. Updated round change detection to use OnChangedCallback attribute.
3 Years Ago
Removed NavPath and NavSteer from Gamelib
3 Years Ago
Removed PropertyWatcher (obsolete). Added RPCUtility. Added experimental DayNightManager (currently not working due to a crash.) Added automatic creation of unit node size pathfinder objects.
3 Years Ago
Experimental fog interpolation code (unoptimized)
3 Years Ago
Reduce the flocking radius for detection of whether a unit has reached their destination
3 Years Ago
Automatically mark a unit as static or not based on whether they have a valid move group but do not do it in tick