662 Commits over 730 Days - 0.04cph!
Exported ambient sounds as mp3 to save on space
Potentially fixed entity hud anchors jittering and bypass queue completely with rts_doitnow
Add move confirmation marker to occupy command
Added OccupyCommand updated Occupy to use the new command system
Fixed target alpha for buildings in your own local team group. Added `rts_doitnow` to enable skipping of wait times such as building and queuing items
Moved IsProxyOfBuilding methods to BuildingEntity and renamed to IsProxyOf
Rename RadarJammerRange to RangeEntity and implement range display for tunnels
Merge branch 'master' of sbox-rts
Ignore local files
Added Deep Search for Proxies
Revert Local Changes
Remove Whitespace
Merge pull request #114 from ZenBre4ker/Mega-command-centre
Dependencies: Fix Proxies not counting for dependencies
Change PhysicsBody
Merge pull request #116 from ZenBre4ker/Build-Preview
Build Preview: Fix Physics Collider Update
Check for occupation
Merge pull request #115 from ZenBre4ker/Non-Idle-Brewery
Idle Workers: Check for occupation
Increased starting resources slightly and fixed various issues with targets clearing early
Various balance changes to health and resistances. Fixed scan ability range. Fixed Buggy requiring Pyrotechnics. Increased Beer Crate starting stock.
Clamp the length of the flock steering to the max movement speed
Added OnMoveStackEmpty virtual method and ensure that previously gathering units continue to gather nearby
Fixed invisible buildings
Extremely basic placeholder setup screen to ready up and select your team group. Now it's very easy to start playing and testing 1v1s or 2v2s or even 3v1s. Whatever.
Optimized Flocker by passing in a fixed 8 length agent buffer. Optimized search for agent neighbours. Added a slight acceleration force to units when steering to make it smoother. Halved unit turn speed (movement only). Tweaked unit agent radius scale values. Fixed various issues with non-pathfinder based units flocking.
Much faster to iterate and cull particles this way
Add some short delays when setting up pathfinders and implement a height cache to share map heights across different pathfinders for efficiency. This is the fastest it can currently get without offloading to worker threads
Cleaner but potentially more expensive attempt at flocking. This will ensure all units in range of other units will avoid eachother
Fixed blueprint visibility being too low. Made changes to the cursor spotlight to make it brighter in unseen fog areas.
Only deduct the population boost from destroyed buildings if they had finished construction to avoid overflow error
Show a confirmation marker for every command (in future have different marker particles @bakscratch )
Added Idle Utility Units UI. It will display any idle Workers / Scientists. Click the button to cycle through them, Shift+Click to cycle + move camera and Ctrl+Click to select all.
Pressing Space will move the camera to the middle point of the currently selected units
Made some tweaks to Flag Marker (sorry Louie) it is now visible through stuff to make it easier to see when its attached to an entity
All subsequent command centre builds take 60 seconds, but the first one is instantaneous
Added option for building definitions to specify if it will be built instantly the very first time a player tries to construct one
Changed the color of metal ore to be more visible on tooltips
Fixed using IsLocalPlayers instead of comparing players
Fixed being able to issue commands to enemy units
Updated selected item UI slightly. Added ability to view information on a single enemy target by clicking on them
Added Rally Point system using move stack commands. Right-click a suitable structure to set its rally point and trained units will execute that command
Use new CurrentSequence instead of Sequence
A bunch of work on queueable commands but I'm not sure I like it or that it's worth it - evaluate later
After a day of nightmare I think I've finally got unit command system / move group stack where I'm happy
Moved fog updating to RTS / gamemode to avoid nasty thread pool issues
Fix being able to deposit resources in a building that is under construction
Accidentally left a spammy log in tick
Improved the fog system with OnVisibilityChanged method on IFogCullable and updated building memory system to use it
Added CanBeAttacked method on IDamageable / ISelectable. Blueprints cannot be attacked. Added blueprint tag. Enemy players will ignore your blueprints when interacting.
Merge branch 'master' of sbox-rts
More texture size reduction
Fixed units not being able to construct blueprints sometimes. Added Player.TeamGroup and IsLocalTeamGroup. Updated a lot of instances to use IsLocalTeamGroup to support teams. Fixed more bugs with blueprints. Cannot attack a unit in your team group.
Merge branch 'master' of sbox-rts
File size reduced on textures
Commented out WIP CurrentSequence code
By default, placed structures are blueprints until they have a worker try to build them. Blueprints are only visible to and interactable by the player who owns them. Blueprints can be cancelled by left-clicking on them.
Fixed HUD still showing when a building clone is created
Fixed the transition between the clone and real building