707 Commits over 730 Days - 0.04cph!
More performance optimizations for flow fields
Fixed some pathfinding issues with directions and temporarily draw debug collisions on map start
Experimental flow field pathfinding
Kind of got flow field generation down to a minor stutter...
Struct test - slower (50%)
Much faster
Chunked Flow Field with "portal" connections coming soon(TM)
Backup
So close to having working flow field that's reasonably fast, except sometimes units get stuck alternating between nodes
Various improvements and optimizations but units still get stuck between portals
Backup
WIP
Fully functional flow field pathfinding with chunks / HPA*
Removed debug line and set hard map limit of 30k x 30k
The flow field pathfinding is now better and units can correctly approach buildings again. The flow field will update automatically when new buildings are created.
Merge branch 'flowfields'
The flow field pathfinding is now better and units can correctly approach buildings again. The flow field will update automatically when new buildings are created.
Updated Countryside Map
Moved entire map to be 0,0,0
Made map more squared shape
Removed debug line and set hard map limit of 30k x 30k
Fully functional flow field pathfinding with chunks / HPA*
Updated Countryside Map
Additional art pass on buildings
Adjusted some areas around player start
Various improvements and optimizations but units still get stuck between portals
So close to having working flow field that's reasonably fast, except sometimes units get stuck alternating between nodes
Chunked Flow Field with "portal" connections coming soon(TM)
Struct test - slower (50%)
Kind of got flow field generation down to a minor stutter...
Experimental flow field pathfinding
Found a perspective angle that I'm happy with. Decals don't render in orthographic (yet).
Added a system to create impact effects and damage decals on units when attacked
Fixed fog not updating when units die. Increased turret fire rate and damage. Temporarily fixed flesh impacts until a proper fix is implemented. Added turret recoil. Unit entities will ragdoll on the client and then fade out over time after being killed.
Turret fire animation with animgraph parameter
Improved fog for starting visibility and API
Merge branch 'master' of sbox-rts
Turret Temp Model
Turret Temp Model
Updated SelectedItem panel to support new mouse events on panels
Merge branch 'master' of sbox-rts
Simplified Vehicle collision
Simplified Vehicle collisions
Origin Fix for buildings
Origin fix for buildings
Merge branch 'master' of sbox-rts
Add game config to RTS and made it much easier to switch between camera modes by code
Improved chat box location
Refactored a little and added Toast system from Pool
Added placeholder feedback sounds
Reset Occupant List for Unit entities
Added an occupancy system where some buildings can occupy units
Return to only attacking enemies again
Improved Turret behavior by using an animation graph
Started working on experimental support for buildings to have weapons and added a Turret stub
Temporarily workers will just spin around when constructing stuff for a laugh
Updated some colors for the tooltip to be more visibile
Added placeholder icons for all resources, technologies, buildings and units that exist currently and updated UI to be a little cleaner
Added support for pixel-snap to the ItemTooltip and EntityHudAnchor
Added a population system with UI display (added to tooltips too) and cleaned up some styles, added a stub for the Research Lab
Improved Nav + Moved resources
Improved Nav mesh
Moved resources around
Missed clean up of old file
Missed clean up of old file
Fixed building collision
Fixed building collision
Updated Buildings
Created 2 new buildings which are more compact based on the silo and pub.
Playing around with an Orthographic camera
Merge branch 'master' of sbox-rts
Remove BuildCamera near/far tests
Updated Countryside map
Cleaned up Nav mesh (still needs some work)
Basic art on another building
Better shadows
Made terrain flat
Moved some resources around
Reduced the amount of trees in some areas
Cleaned up mesh work
Fixed unit targets being cleared when they are no longer selected