branchsbox-slingshotsiege/maincancel

138 Commits over 151 Days - 0.04cph!

6 Months Ago
Remove fgd and use Display attribute
8 Months Ago
Removed redundant fields on data DirectDamage -> InstantEffect Add hud background to egg group hud (for now) Damage balances
8 Months Ago
Updated with various different spawn delay values
8 Months Ago
Fix gate hud and show right hand again
8 Months Ago
Tidy up egg selection / hover Improve formation movement to avoid jitter
8 Months Ago
Egg Group Hud will use average position and interpolate appropriately
8 Months Ago
Fix various null reference exceptions
8 Months Ago
Various sound changes + weapon balance attempts
8 Months Ago
Change sound distances to be a little better...
8 Months Ago
Added placeholder sounds for weapons of all units and egg types
8 Months Ago
Remove unused namespaces
8 Months Ago
Update gamelib
8 Months Ago
Fix setting chaperone to NULL causing an error Add Archers to list properly for Watch Tower + update process methods Ensure trebuchet does not attack own units Pass owning player into trebuchet projectile Fix orientation of bomb model Simplify IDamageable Units will no longer change formation during attacks. Units will not move or attack for 0.5 seconds on spawn. Units will not move toward any kind of formation if it would be outside of the range of attack. Added EggFlags.Invulnverable. Gate archers are invulnerable.
8 Months Ago
Added WaitingForOpponent stub display
8 Months Ago
Temporary hack around positioning of VR Overlay Panel until fixes are made
8 Months Ago
Auto upgraded .addon Stub match summary VR overlay panel Show Match Summary on game initial load for testing Automatically hide Slingshot if SteamVR is rendering controllers Fix error with Player constructor Re-compiled materials / models Test VR controller input on Match Summary panel
8 Months Ago
Move render entities and remove clothing code. Update to use player customized clothing assets.
9 Months Ago
Update .addon
9 Months Ago
Change egg hud name text green and add a render entity circle beneath the eggs to show when they are hovered
9 Months Ago
Added Egg.IsReady and make all eggs start ready at the beginning of the game
9 Months Ago
Added some placeholder sounds for egg pickup, egg ready, egg return, egg break, slingshot pull and slingshot release
9 Months Ago
Create EggLibrary attribute derived from Library with a Weight property. Use that to avoid creating instances unnecessarily. Fix not being able to pickup any eggs if at least one is unavailable
9 Months Ago
Updated gamelib Update fgd Added Egg.CanPickup and Egg.TimeSinceSpawn Added EggItemData.SpawnDelay Implement spawn delay display into EggHud Show a red outline and prevent pickup if an egg spawn delay has not elapsed yet Fixed NRE in ProcessAttack when called from EggGroup if an attacking unit is trying to attack something that is already dead Added a probability / spawn chance system for eggs with different weightings to be selected
9 Months Ago
Increase the size of the font used to display the enemy player and health
9 Months Ago
Tweaked weapon fire rates for each type of unit Added support for archers to sit on each gate and attack enemies that are dangerously close
9 Months Ago
Updated map with archer spawns and ent icon
9 Months Ago
Added GateArcherSpawnpoint (Hammer: slingshot_gate_archer_spawnpoint)
9 Months Ago
If a unit has a target to attack before it has reached formation, try to reach formation during the attack at half the speed whilst also steering towards range
9 Months Ago
Add Player.GiveEggsToEnemy server var for testing Implement GiveEggsToEnemy support for Stationary eggs Try to automatically switch to a closer target but only if we're attacking a gate Ceil health display for egg group hud
9 Months Ago
Add sling attachment to the Trebuchet Added TrebuchetProjectile class using simple bezier curve Add Position to DamageInfo for Plague Barrel Increase damage for TrebuchetData and remove EggFlags.Mobile from valid target Allow Bombs to attack any IDamageable not just EggGroup types Add TrebuchetData to test egg set Add Trebuchet entity and fire a projectile every 5 seconds (test)
9 Months Ago
Add a higher mass for bomb so it can't be slung as far down the battlefield
9 Months Ago
Make the bombs attack radius much smaller and have them only attack stationary units Remove redundant weapon code from DirectDamage Add IDamageable.TakeDamage Add EggGroup.SetChaperone to properly clean up any previous chaperone Add Unit.ProcessWeapon virtual method Implement bomb damage and particle effects Merge branch 'main' of sbox-slingshotsiege
9 Months Ago
Using correct particle for plague barrel puddle
9 Months Ago
Added EggFlags.RadiationSlows and update units to have that flag Added EggGroup.OnItemDamaged Give player a test Plague Barrel Rename OnEggLanded/OnEggThrown to OnThrown/OnLanded Add Radiation damage support to slow groups and implement Plague Barrel blast damage, radiation and kill time
9 Months Ago
Temporarily disable hand IK - it looks like ass at the moment because I'm not doing it right
9 Months Ago
Display the ⚔️ emoji in a group's name if they are engaged in combat
9 Months Ago
Don't destroy the gate target on death just set its life state
9 Months Ago
Use client name for each player
9 Months Ago
Set the player for each gate target properly on initialize
9 Months Ago
Add world hud with player name and health to each gate
9 Months Ago
Have debug lines for weapon attacks show for a random period of time
9 Months Ago
Give archers a large attack radius but a lower aggro radius so they don't need to move so much when they aggro
9 Months Ago
Use > instead of < (idiot)
9 Months Ago
Add OnItemKilled and call it when the item dies storing its last damage info. Automatically re-assign targets as they die. Move towards targets out of range. Rename AttackRadius to AggroRadius and add AttackRadius for actual combat per unit. Merge branch 'main' of sbox-slingshotsiege
9 Months Ago
Increased size of explosion particles
9 Months Ago
The target position of a commandeered group will be copied from the group that stole it
9 Months Ago
Add .enemy class to Egg Group Hud and display red if its an enemy group Remove RequiresChaperone and add EggFlags.NeedsPush Add EggItemData.Is and update to use in place of Data.Flags.HasFlag for ease
9 Months Ago
Have eggs rotate more naturally based on their velocity when slung
9 Months Ago
Increased Battering Ram and Bomb Speed slightly Automatically hide Egg Group Hud when a Chaperone is present. Show the group that is currently being Chaperoned on the Chaperone's Group Hud.
9 Months Ago
Adjust unit animation speed when moving based on velocity