138 Commits over 151 Days - 0.04cph!
Remove fgd and use Display attribute
Removed redundant fields on data
DirectDamage -> InstantEffect
Add hud background to egg group hud (for now)
Damage balances
Updated with various different spawn delay values
Fix gate hud and show right hand again
Tidy up egg selection / hover
Improve formation movement to avoid jitter
Egg Group Hud will use average position and interpolate appropriately
Fix various null reference exceptions
Various sound changes + weapon balance attempts
Change sound distances to be a little better...
Added placeholder sounds for weapons of all units and egg types
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.
Added WaitingForOpponent stub display
Temporary hack around positioning of VR Overlay Panel until fixes are made
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
Move render entities and remove clothing code. Update to use player customized clothing assets.
Change egg hud name text green and add a render entity circle beneath the eggs to show when they are hovered
Added Egg.IsReady and make all eggs start ready at the beginning of the game
Added some placeholder sounds for egg pickup, egg ready, egg return, egg break, slingshot pull and slingshot release
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
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
Increase the size of the font used to display the enemy player and health
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
Updated map with archer spawns and ent icon
Added GateArcherSpawnpoint (Hammer: slingshot_gate_archer_spawnpoint)
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
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
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)
Add a higher mass for bomb so it can't be slung as far down the battlefield
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
Using correct particle for plague barrel puddle
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
Temporarily disable hand IK - it looks like ass at the moment because I'm not doing it right
Display the ⚔️ emoji in a group's name if they are engaged in combat
Don't destroy the gate target on death just set its life state
Use client name for each player
Set the player for each gate target properly on initialize
Add world hud with player name and health to each gate
Have debug lines for weapon attacks show for a random period of time
Give archers a large attack radius but a lower aggro radius so they don't need to move so much when they aggro
Use > instead of < (idiot)
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
Increased size of explosion particles
The target position of a commandeered group will be copied from the group that stole it
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
Have eggs rotate more naturally based on their velocity when slung
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.
Adjust unit animation speed when moving based on velocity