707 Commits over 730 Days - 0.04cph!
test
Merge branch 'master' of sbox-rts
Merge branch 'master' of sbox-rts
Updated buildings + cleanup
Replaced buildings with simplified ones
Cleaned up old assets
Merge branch 'master' of sbox-rts
Added PathResult to determine whether a path could be calculated
Oops, commit this material
Added placeholder boxes so people know these buildings models are temporary
Temporarily remove Recoil on the Tank until its done by the animation graph
Added fully functional tank unit and updated Weapon to support a bunch of new stuff.
Implemented blur on some UI elements and fixed broken namespace using statements. Updated round change detection to use OnChangedCallback attribute.
Removed NavPath and NavSteer from Gamelib
Removed PropertyWatcher (obsolete). Added RPCUtility. Added experimental DayNightManager (currently not working due to a crash.) Added automatic creation of unit node size pathfinder objects.
Experimental fog interpolation code (unoptimized)
Reduce the flocking radius for detection of whether a unit has reached their destination
Automatically mark a unit as static or not based on whether they have a valid move group but do not do it in tick
Flow field optimizations. GetDiameterXY method for models. Round to nearest node size for GetDestinations. Properly update paths or cancel a path request when a chunk's collisions are updated.
When units are standing still, other units will try to go around them. You can use this to block an area with a line of units.
Direct units towards central node positions for smoother transitions between nodes
Refactored PathManager and Pathfinder to support pathfinders of different node sizes. Units can specify their node size (for example, vehicles are larger than soldiers and cannot fit through such small gaps.)
Fixed multi-select prioritizing buildings. Fixed attack range being larger than line of sight range. Fixed rather annoying bug where portal gateways were often ignoring collisions!
Increased unit move speed by 30% and force running animation for any speed over 300
Added cullable unit ragdolls and added attack animations and hold types to Simple Terry
Use tasks when creating the flow fields and when updating all collisions to reduce the hang
Merge branch 'master' of sbox-rts
Updated Countryside Map
Fixed missing texture
Added fallback ground for other modes
Updated Countryside Map
Reduced Size of map by 25%
Shuffled spaces around due to size change
Slight art.
Flow field optimization and never update any collision tiles marked as static
Fixed interaction range issues and added ff_debug and rts_fog server variables
Merge branch 'master' of sbox-rts
Updated Map Countryside
Removed walls on edge of map.
Fixed render error and MoveGroup memory leak
Merge branch 'master' of sbox-rts
Updated Map Countryside
removed some bad clipping
adjusted spacing of trees/buildings
replaced hammer mesh with models
Updated Map + Assets
Updated Map;
Larger and more open spaces
Adjusted areas for better flow
Implemented new trees which shouldn't block the players as much
Some more art
Rebuilt ground mesh to fixed problematic areas
Rebalanced resources based on feedback
Created several areas to set up forward bases
Removed old trees
Merge branch 'master' of sbox-rts
MoveGroup belongs in the Flow Fields game lib now and added method to IFlockAgent
Attack units automatically if we're standing still even though we're selected
Added better debug stuff and fixed interaction between units and items
Tweaks to the fog material
Flow Field Flocking v0.9
Simplified flocking to one single radius and use multipliers in Flocker
Merge branch 'master' of sbox-rts
Fixed Issue misaligned buildings
Fixed Issue misaligned buildings
Added `rts_collisions` command to re-calculate pathfinding collisions for debug. Added CollisionScale to Pathfinder.
Added more unit sound types. Added some toasts for technology research and unit trained. Fixed Simple Terry's ragdoll.
Only update the item entity HUD if it is visible
Started adding Simple Terry
Automatically set the texture resolution based on map size to keep it uniform. This will be antialiased eventually.
Set a larger default fog size if no flowfield_ground entities are present
Default pathfinder grid size is larger if no flowfield_ground entities are present
Remove fog_bounds and automatically determine the size from flowfield_ground where possible
Fixed building placement on the grid. Fixed unit spawning around buildings to support new navigation.
Tidied up a bunch of stuff and added a flowfield_ground Hammer entity. The flow field pathfinding will use these to determine what the ground is and automatically set height maps and grid bounds.