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This repository has been archived by the owner on Jul 3, 2024. It is now read-only.

Releases: Amatsugu/Phos

Demo Release Candidate 2

06 Mar 17:43
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Pre-release

Added T2 tech buildings, allowing access to T2 buildings without the use of commands
Improved demo warning message
Adjusted sky rendering, improving lighting
And Misc fixes

Demo Release Candidate 1

24 Feb 03:34
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Pre-release

Added Naval units + factory
Air unit ground collision
Upgrade to Hybrid Renderer V2 (This results in massive performance issues, and also some minor visual issues with shading)
Improved handling of sub meshes
Improved tooltips
Fixed construction animations
Fixed Meta Tiles not actively seeking HQ connection
Fixed timing for Timed Death of Entities
Increased Iron Ore generation
Other minor fixes

Pathfinding Updates

02 Jan 00:53
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Pathfinding Updates Pre-release
Pre-release

Improved performance of unit movement
Fixed bug that caused units to get stuck on the border of water
Added separation of movement handling for different unit domans
Added pathfinding for naval units (untested, no naval units exist yet)
Added boids locomotion for air units. Stills needs a lot of tweaking but it works for now
Turned off the unit selection indicators for now. I think I will be replacing these

And New Buildings but only some of them are constructible:
Carbon Refinery
Air Factory
Anti Air Gun

Unit Build Queue UI and new Buildings

21 Nov 19:12
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Pre-release

New improved collision filtering
Fixed many sources of memory leaks
Added new units
Added new buildings
Added build queue ui for unit factories

Rotatable Buildings and Breaking the Collisions

28 Sep 16:02
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All buildings can now be rotated before they are placed.
Fixed a lot of bugs related to meta tiles and enhanced their functionality
Revamped the collision masking system, as a result a lot of things are currently broken until I sort out the new masking.

Enhancements to Submeshes and Improvements to build animation rendering

20 Sep 23:25
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Submeshes can now respond to buildings being unpowered
Added a new system to allow buildings to reference a specific submesh, this is used to apply specific animations/state changes
Turrets now use sub meshes for their extra pieces, allowing them to be apart of the build animation
Offshore platforms are now apart of the build animation

Bug: All indicators and line renderers are currently not rendering at all

Construction animation and new models

13 Sep 22:12
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Pre-release

Units can now be queued and built from a unit factory
Unit factory model and been textured and added to the game
Added a model for a new unit, scout drone
Added a new shader for an under construction effect for buildings

Artillery, Walls and Factories

06 Sep 14:06
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Pre-release

Artillery turrets are now larger and make use of both meta tiles and the building footprint system.
Added Unit factory
Improved terrain smoothing
Added Render distance limit
Added model for fuel refinery

Turrets and Building Footprints

16 Aug 19:57
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Pre-release

Removed Addressables completely. As a result units and phos cores cannot fire projectiles for now.

Turrets use a new, method of firing projectiles which produces better results and is more efficient.

Added artillery
Added min range for turrets
Added footprint system. Tho nothing uses any fancy shapes yet

New Art assets and UI Improvements

26 Jul 01:00
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Pre-release
2007.2

Replace thumper mine decors with sub meshes