662 Commits over 730 Days - 0.04cph!
Day Night Cycle Audio
Ambient sounds play during day and night.
1v1 Map Update with more resources and day night sounds.
Fixed Collision Size never actually registering on the pathfinder meaning a default value of 100 was always used - use it anyway, but fix it
Fixed various issues with sizing of the world automatically
Check whether the gamemode is valid first
Updated simple terry and temporarily enable sequence test animations
Move fog texture updating to its own class to avoid static class overhead(?) and clamp the camera to the world bounds
Various fixes around unit auto-targetting
Properly validate attack distance and clear move groups when manually targeting units
Only perform visibility checks on weapons every half a second
Fixed Render Entities not using relative positions for vertex
Try not setting the Owner of item entities to check whether a theory is correct
RTS Greenlands Map
Map created with the tile editor, designed for 1v1 gameplay.
Increased resources around the map
Improved lighting on Day & Night cycle
Added lights around base
Fixed being able to deposit resources into a structure that is still being built
Hide the top bar for spectators when they join during an existing game
Have Armageddon researchable in the Advanced Research Lab
Merge branch 'master' of sbox-rts
Added filtering capability to Statuses.Apply and apply a filter to the Heal Ability to only heal friendly units
Made building blocker more translucent
Was almost opaque hard to work with.
Fixed units not automatically attacking buildings in range. Fixed units moving through buildings when told explicitly to attack something. Changed Occupy command to Shift + Right-Click. Changed Deposit command to RepairOrDeposit. Added a repair system for buildings which uses a fraction of the resource costs for the building each second while a Worker is repairing it.
Added health to each building that makes some sense as a jumping off point and reset population and resources to default
Disable normal debug overlay lines on unit entities
Don't render the Building Blocker entity...
Added rts_building_blocker entity and support (updated GhostBuilding to use touch events)
Actually use the highest value of the ground height + 100 and the vertical offset
Raise the minimum height of the aircraft
Fixed aircraft being stuck sometimes with no path. Fixed smoothing of aircraft vertical height when traversing over hills.
Merge branch 'master' of sbox-rts
Updated Airstrike to use correct particle
Have units align to surfaces properly and average out normals if the unit is particularly large (such as a vehicle)
Merge branch 'master' of sbox-rts
Building Blocker Material
Added AlignToSurface option for BaseUnit definitions that will dictate whether units rotate to the normal of the ground they are standing on
Let's not have ff_ground. Let's just use the world as it is, and support displacements and stuff. ff_ground will still be required as a trigger to define the bounds of the map :+1:
Added improved experimental support for height map generation for flow fields, with automatic cliff / edge detection
Temporarily re-enabled height check (slow)
Merge branch 'master' of sbox-rts
Fixed colour on the Ice particle
Plasma grenade trail particle
Ice and Shock Ground particle effect
Added sound effects to SAM Sites and increased range of some sound effects
Implementation for Nuke and Missile models. Updated Airstrike Ability code to support sounds. Added support for models to Projectile. Added config to make Projectile face its heading.
Nuke and Missile Temp Models
Fixed Issue with SAM Site Look At
#7 Fixed This problem.
Refactored some status data stuff and implemented the Ice Bomb Ability for the Grenadier. Fixed an NRE in BaseGrenadeAbility that errored when starting the ability.
Added BaseUnit.IdleLoopSound and updated Apache and Chinook to use it
Continuing to add new sounds to bring the game to life a little
Running "Asset Cleanup" on sbox-rts
Added dynamic expression to bubble material
Added Dissolving status stub. Added Plasma Bomb Ability with Dark Energy requirement for the Grenadier.
Vehicles are weak to Blast damage (they have a negative Explosive Resistance)
Added Sniper/RPG attacks to VMDL & animgraph, + culled IK bones to optimize
Fixed plasma particle (molotov)