707 Commits over 730 Days - 0.04cph!
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
When resources change lerp the transform in the top bar instead of adjusting the font-size
Give vehicles some bullet resistance. Some refactoring to Weapon to reduce some repetition. Added the Marksman with the Killshot ability.
Centered the icons and text in tooltips properly. Added the Adrenaline ability for Assault units usable after learning Syringes, this gives the Boost Status to the unit for 15 seconds making it move 40% faster
Added proper effects for the Heal Ability and added the Healing Status
Unit Buff Particles
Use Axis X to scale the radius
Use Axis Z (1) to enable the icons and electric effect.
https://files.facepunch.com/louie/1b2211b1/particles_unit_status_boost_boost_unit.vpcf%202021-07-22%2015-56-09.mp4
Serialized status data experiments
Change BaseStatusData to StatusData as it isn't abstract and can actually be used
Merge branch 'serialized-statuses'
Change BaseStatusData to StatusData as it isn't abstract and can actually be used
Serialized status data experiments
Healing Field Particle
Use Axis X to scale the radius
Use Axis Z (1) to enable the icons and electric effect.
https://files.facepunch.com/louie/1b2211b1/particles_unit_status_healing_healing_unit.vpcf%202021-07-22%2014-17-26.mp4
Implemented new missile effect and the Tesla Coil now deals 80 damage split between all targets - i.e: a single target will 80 damage but 2 targets will take 40 each and so on
Airstrike requires Pyrotechnics and Tesla Coil requires Overvoltage
Added the Airstrike ability to Headquarters https://files.facepunch.com/conna/1b2111b1/ibfkjzzZ2M.mp4
Merge branch 'master' of sbox-rts
Unused tesla particle
Merge branch 'master' of sbox-rts
Added Tesla Coil pulse effect
Updated Base tesla coil particle
Tesla Coil AOE Particle
https://files.facepunch.com/louie/1b2111b1/particles_tesla_coil_tesla_base.vpcf%202021-07-21%2013-50-36.mp4
Fixed Scaling issues on Helicopters
Added Tesla Coil base and units will now reach their destination before trying to interact with targets
Base Tesla Coil Particle
Attached to model.
First implementation of aircraft dust particles
Helicopter Dust Particle
Use CP1 to control alpha and distance,
X for Alpha
Y For Distance
https://files.facepunch.com/louie/1b2011b1/particles_vehicle_helicopter_dust_helicopter_dust.vpcf%20_%202021-07-20%2017-24-13.mp4
Inline Fog calculations and reduced fire rate of the SMG
Merge branch 'master' of sbox-rts
Implemented the Apache attack helicopter (occupy it with a ranged unit)
Temp Apache Model with Animation
Added Chinook animgraph, AgentRadiusScale, implemented Chinook model and fixed flocking not working for units that don't use pathfinding
Chinook temp model with animation
Updated Airfield model to the placeholder
Added Air Superiority technology researchable from the Advanced Research Lab
Added Airfield stub and Air Superiority technology
Superior method for having units occupy aircraft (lower it to the ground, duh)
Added support for aircraft
Grenadier requires Pyrotechnics research to train
Re-compiled all .sound files
Changed unit sound volume to 0.5 for each one. Added the BaseGrenadeAbility and MolotivAbility and updated Grenadier to have it. Fixed namespace issues. Fixed issues with units not interacting with target buildings due to collision size changes.
Merge branch 'master' of sbox-rts
Improved Large Explosion
Improved Large Explosion Particle made less noisy.
Improved Ground Explosion
Improved Ground Explosion particle.
Merge branch 'master' of sbox-rts
Added the Grenade entity (throwable with callback for hit), added Grenadier (basic) unit, implemented particles for trail + explosion on grenade, and added Bezier.Calculate to Gamelib
Merge branch 'master' of sbox-rts
EMP Grenade trail
Basic EMP Grenade trail
Ice Grenade trail
Basic Ice Grenade trail
Molotov Ground Burning
Scalable Molotov burning, Use CP1 X axis to scale the effect.
https://files.facepunch.com/louie/1b1911b1/particles_weapons_molotov_molotov_base.vpcf%202021-07-19%2013-36-56.mp4