662 Commits over 730 Days - 0.04cph!
Updated temp minimap image
Added a box to represent the camera on the minimap atm it's a fixed size - proper representation soon(TM)
Refactored MiniMap class a little and added convenience methods for conversion to and from map coords. Implemented buildings for the minimap. Fixed minimap overlapping selected item UI.
Refresh minimap based on total icon count. For example if there's 10 icons update it every 0.05 seconds but if there's 200 icons update it every 0.5 seconds and so on
Added IMapIconEntity interface. Implemented it for Units for now. Fixed minimap not selectable when a unit is selected. Added pre-generated map image for now (Greenlands only.) Added fog overlay for minimap. Added icon support with team colors based on item visibility.
Merge branch 'master' of sbox-rts
Eclipse Textures and Materials (work in progress)
Refactored how the camera works it is now completely client-side. No prediction needed and much smoother especially now that tickrate is 20hz.
Smooth out the camera by interpolating at a fixed rate to avoid jitter in frame time
Fixed Material.Load being called in render thread for GhostBounds entity
Ensure selection area is hidden at all times if the player is not in the current game
Use large plasma muzzle flash for the Plasma Tank Cannon (Louie was 2 steps ahead)
Fixed damage showing for items with weapons that do no damage. Reduced text sizes for some items on item display. Fixed tank projectiles not exploding properly. Fixed fade distance on rocket explosion sound. Added Plasma Tank Cannon upgrade.
Merge branch 'master' of sbox-rts
Updated Healing Lazer based on feedback
Increased the damage of the Nuke drastically and the Airstrike a little bit
Added Medevac aircraft which heals the target unit and will keep switching to new healable targets. Added WeaponTargetType/WeaponTargetType and ability for weapons to determine what they can target. Refactored targeting conditions for units. Added UnitEntity.CanAttackTarget. Added Emergency Exit technology from Airfield (Level 1) to increase speed of Medevac units.
Updated codebase to use RenderColor.WithAlpha instead of RenderAlpha as it's now obsolete. Removed occurances of RenderColorWithAlpha.
Updated Greenlands (sounds, visuals)
Water sound
Update cloud layer texture
Greenlands PostProcessing
Updated visuals on Greenlands (updated tileset)
adjusted some resources based on feedback, clipped off edges getting units stuck.
Grass particle with variations
Updated Greenlands tileset with art
Updated Greenlands Map with art and layout changes
Removed selfillum from rocks
Improved firefly particle
Flower and Grass particle
Greenlands particles
Removed Selfillum from barrel
Path overlays
leaf overlays
dirt overlays
Ice blast particle
Emp particle compiled particles
Stashing here
Added collision box + attachments to Hellfire model. Implementation of Hellfire + Hellfire weapon. Fixed SAM Weapon rocket NRE. Fixed Flocker distance tolerance. Fixed aircraft minimum attack distance support.
Merge branch 'fadeinout'
fixed alignment on movement particle
Updated Mining Lazer to show through rocks
Removed align with ground from movement path
Some fixes to the path particles and ensure they are instantiated correctly
set code to use correct control point for path
Implemented Advanced (Level 2) upgrades for Vehicle Factory, Terry Factory, Drone Hub + Airfield. Removed redundant technologies. Moved unit specific technologies to the buildings that train them. Added tag interfaces for item definitions to avoid networking unnecessary stuff. Fixed building not remembering selection after an upgrade. Forced ordering in a command queue to be: Units, Buildings, Tech, Upgrades, Abilities.
Added support for the path particles (but they don't display?!) and fixed a bug where OnSelected/OnDeselected didn't get called. Updated path particles to give infinite bounds (though that doesn't fix not displaying.)
Merge branch 'master' of sbox-rts
Set ACT_IDLE on all bird animations
Mining and Attack marker particle
vehicle factory upgrade
Brewery level2
terryfactory level2
airfield level2
drone hub level2
This bit of the bird model hadn't committed
Medevac temp model
Muzzle attachment for medevac
Healing particle
Animated version of the bird particle model (+ fixed textures being off-center & improved normal map)
Added BaseTech.AlwaysShowInList and disable it for any technology "upgrades" such as Advanced Ballistics or Advanced Kevlar
Added Kevlar Armor and Advanced Kevlar technologies
Don't put `pointer-events: auto;` on the minimap container but rather the actual minimap image... (pro-tip)
Added 20hz tick rate and updated some icons to use 2px border radius
Updated Materials + New Materials
Ao Proxies on rocks
Blends + Missing materials
Tilesets for Greenlands
Started Art on Greenlands
Bird particle model to be animated
Added support for a custom mouse cursor but the operating system cursor doesn't hide yet
Merge branch 'master' of sbox-rts
Moved IsProxyOf to Basebuildings
The ported code compared the wrong entities. Now the code is directly implemented in basebuildings and fixes the old bug again, that building a mega-command-centre removes dependencies of the comman-centre.
Also why not allow CCs to be demolished? Sometimes you need the place (also its easier to test :stuck_out_tongue_closed_eyes:
Merge pull request #120 from ZenBre4ker/proxy-fix
Bugfix: Moved IsProxyOf to Basebuildings and fixed the Moved Code