662 Commits over 730 Days - 0.04cph!
Changed RPG/Sniper pose paths
Merge branch 'master' of sbox-rts
Fixed Sniper and Anti-Tank hold types in the animgraph and fixed sniper model path
Further scaling adjustments on the weapons
Deleted redundant bone on RPG
Adjusted Sniper/RPG weapon meshes
Added Sniper and RPG hold types to the Simple Terry animgraph
Added Anti-Tank unit and RocketLauncher weapon and updated models to use new placeholders. Updated Rocket Launcher hold type to 5 and Sniper hold type to 4.
Temp Weapon Models
A bunch of temp weapon models.
Added various UI placeholder sound effects and building placement and construction effects
The Launch Pad will correctly open and close when a Nuke is being fired (temporarily remove dependencies for testing)
Changed Launch Site anim graph to use Client Simulate with a networked boolean
Fixed issues with aircraft moving around in circles when reaching their destination as a group
Made some balance changes to the SAM Site
Added the SAM Site structure (can always make for testing right now.) Added MinVerticalRange support.
Muzzle fix for Sam Site
Muzzle1 to 6
Sam Site temp model with aim set up.
Added the Armageddon technology. Added Air Superiority requirement for the Airstrike ability. The Nuke can only be fired from a Launch Pad. Added the Launch Pad building.
Nuke Silo Hatch Temp Model
Fixed Resistances not showing for selected units. Removed resistances from the unit purchase tooltip. Added Apache as queueable from the Airfield. Don't show Kills for units that have no weapon.
Show unit and building resistances in the Selected Item panel. Added Resistance modifiers for units so that certain technologies can add or take from them. Added the Thermal Armor technology.
Have the dome shield particle effect follow the unit with SetEntity instead
Added DPS display to the unit information panel and balanced Pyromaniac's flamethrower
Reduced Dome Shield radius by 100. Update Dome Shield radius control point for particles. Added damage modifier support and updated rank system to use that. Added Basic and Advanced Ballistics technologies that upgrade existing and new projectile units with +1 damage.
Missed on last push. Scaling and Visuals.
Updated Bubble Guard w/ Scaling and more visual effects.
CP1 Does the scale, XYZ are need to correctly scale the bubble.
CP2 Now emits particles the more damage is taken.
https://files.facepunch.com/louie/1b2811b1/particles_weapons_bubble_guard_bubble_guard.vpcf%202021-07-28%2014-11-46.mp4
Tweaked Settings On Bubble Guard.
Use CP#2.x even for the health, oops!
Set CP#1.x on the dome shield particle effect for the health and don't create two shields
Updated Bubble guard with health and movement locked to unit
cp 1 x axis controls health.
Updated Bubble Guard Particle
Still needs some work, need to add a way to change colour with damage.
https://files.facepunch.com/louie/1b2711b1/particles_weapons_bubble_guard_bubble_guard.vpcf%20_%202021-07-27%2020-47-04.mp4
Merge branch 'master' of sbox-rts
Support minimum attack distance for aircraft by using a Z value of 0 on Distance checks
Early return if minimum attack distance is not validated
Performance improvements to GetFreePositions / GetGridPositions. Added GetPerimeterPosition method to UnitEntity. Added MinAttackDistance to BaseUnit. Units with a minimum attack distance will move to range before they attack.
Temp Bubble Guard particle for testing
Early basic version.
Added ItemComponent.TakeDamage as a component event. Added ShieldAbsorber component, DomeShieldEntity and DomeShieldAbility. The Dome Shield ability lets a unit deploy a dome around them that absorbs damage to all units inside until it breaks or 30 seconds have passed.
Adjusted the radius and height of the Nuke again (looks good)
Use half the radius for the width and the full radius for the height
Implement CP#2 support for the Nuke in anticipation of upcoming particle effect changes
Merge branch 'master' of sbox-rts
Scalable Nuke Radius
CP.1 X Axis Controls Radius
CP.2 Z Axis Controls Height
https://files.facepunch.com/louie/1b2611b1/particles_weapons_explosion_nuke_nuke_base.vpcf%202021-07-26%2018-07-24.mp4
Merge branch 'master' of sbox-rts
Implemented GetAttackPriority and added AttackPriority to each base item definition
Changed the Grenade class to Projectile and have Nuke extend that. Added placeholder Nuke siren and explosion sounds and implemented them with a flickering red alert light.
Added the Nuke ability, an expensive late-game weapon of mass destruction that will eventually require a Launch Pad to fire from. Added Timed Viewers to the fog system. When a Nuke is deployed, everyone can see the area where it lands for a short time to witness its glory.
Removed Unused Particle
Removed unused nuke particle was the original base particle.
Initial Nuke Explosion
Work in progress Nuke explosion.
https://files.facepunch.com/louie/1b2611b1/particles_weapons_explosion_nuke_nuke_fire_tube.vpcf%202021-07-26%2013-22-52.mp4
Improved Temp Destruction Particle
Axis X controls size.
https://files.facepunch.com/louie/1b2311b1/particles_destruction_temp_destruction_temp.vpcf%202021-07-23%2020-20-33.mp4
Temp Destruction Particle
Merge branch 'master' of sbox-rts
Removed Priority Queue classes because it turns out they're worse
Fixed chunk sizes and PathManager creating way more Pathfinder objects than it needs to causing lag when updating collisions
Added Priority Queue classes