707 Commits over 730 Days - 0.04cph!
Update flamethrower_smoke.vpcf
Adjusted some values
Updated Flame Particle
Improved look of particles
Initial Flamethrower effect implementation (might need some re-thinking.)
Updated Particles
Updated Particles to not fade in and out
Flamethrower Particle
Flamethrower particle with Control Points
Refactored managers to simpler names. Added a Damage Resistance system. Units and buildings can have resistances to different damage types such as Fire, Explosions or Projectiles.
Added APC for transporting units. Added new technologies: Carbines, Armored Plating and Pyrotechnics. Added Pyromaniac flamethrower unit stub. Changed Assault -> Cannonfodder, and Assault is now an SMG unit.
Updated Countryside Map
Addition art
Minor adjustments around map for flow field
Revert back to using Event.Frame for the EntityHudAnchor positional update
Fixed UI issues with EntityHudAnchor and now they fade in and out properly when units become visible through fog
Added Occupiable interface for items and entities so that units can now occupy both units and buildings (transport vehicles.) Fixed unit line of sight so now units properly fade in exactly on the border edge. Temporarily use a little hack for occupants list until we find a proper fix. Refactored target system for units to have multiple types.
Align Entity Hud elements properly (centered) with margins. Units can now fire through other units. Renamed Range to Radius in most cases for clarity.
Units will be automatically evicted when a building is destroyed. Buildings can optionally specify an occupant damage scale, if the building is damaged the units inside will take this percent of damage. Units will now periodically check to see if there are better targets to auto attack.
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.