662 Commits over 730 Days - 0.04cph!
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.
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
Renamed "PropDayNight" to "DayNightProp"
Renamed to copy the same name style as current ones
Removed default model parameter
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
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.
No longer poll for selection changes in SelectionItem but use callbacks instead. Properly update command list when anything changes that might give different commands.
Added a unit rank system. Each rank gives +1 damage bonus up to a max of 3 ranks.
Make Flow Field Blocker collisions static so that they never update again
Added `flowfield_blocker` a brush entity that can be used to manually add areas that shouldn't be accessible
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.
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.
Removed an old log and temporarily use position ahead instead of destination for flocking
Re-introduced flocking but this time it isn't rubbish - first check if the path we're steering off to is available
But don't make the pan speed super slow
Support ZNear and ZFar
Merge branch 'master' of sbox-rts
Improved Plasma particles
Improved Plasma particles to be more visible
Make plasma particles actually work but investigate why spawning the particle system server-side does is failing
Merge branch 'master' of sbox-rts
Fixed Countryside map
Fixed no shadows on light_enviroment
Updated Countryside Entities
Updated map entities to new names.
Moved entities to daynight_* format including daynight_controller and daynight_window
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.
Added a spotlight beneath the player's cursor that fades in when it becomes night time
Added test colors to rts_basic for reference
Added time of day section callback events and Hammer outputs for `day_night_cycle`
Manager type classes are no longer entities but instead are static classes
Use colors specified in the day_night_cycle entity from the map
Use as low a resolution as possible for the fog for better performance now that it is antialiased
Added rts_kill test command to kill selected units. Updated fog methods to use new ones by Sam.
Updated Countryside Map
Lighting adjustments
Map Clean Up
Merge branch 'master' of sbox-rts
Potentially better positioning of the sun
Day Night Cycle experiment
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
Updated Vehicles
Simplified vehicles
Removed clutter
Updated all buildings with new placeholders
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.
test
Merge branch 'master' of sbox-rts
Merge branch 'master' of sbox-rts
Updated buildings + cleanup
Replaced buildings with simplified ones
Cleaned up old assets
Merge branch 'master' of sbox-rts
Added PathResult to determine whether a path could be calculated
Oops, commit this material
Added placeholder boxes so people know these buildings models are temporary
Temporarily remove Recoil on the Tank until its done by the animation graph
Added fully functional tank unit and updated Weapon to support a bunch of new stuff.
Implemented blur on some UI elements and fixed broken namespace using statements. Updated round change detection to use OnChangedCallback attribute.
Removed NavPath and NavSteer from Gamelib
Removed PropertyWatcher (obsolete). Added RPCUtility. Added experimental DayNightManager (currently not working due to a crash.) Added automatic creation of unit node size pathfinder objects.
Experimental fog interpolation code (unoptimized)
Reduce the flocking radius for detection of whether a unit has reached their destination
Automatically mark a unit as static or not based on whether they have a valid move group but do not do it in tick