4,645 Commits over 1,310 Days - 0.15cph!
Fixed a bug where if a ball had no LastStriker for some reason it'd throw an NRE
Finally nailed down why the cue for the non-host opponent was playing up and fixed foul when potting both balls on first claim
Doubled FOV and reduced max cue pitch by half
Move enums to own folder, removed unused Vector3 extension, move Game tick to Event
Ensure tick runs when it should do for clients with input, it can run wherever for spectators
Fixed another game logic bug
Fixed various bugs in game logic
Attempt to fix various race conditions
Simple ELO ranking, we could display this, or use it to matchmake
Fixed issues with potting balls and fouls
Test
Merge branch 'main' of sbox-pool into main
Push header and footer CSS panels
Fixed changes SCSS files not being sent to clients
Remove log
Merge
Merge branch 'main' of sbox-pool into main
Refactored BallTray and network its history
Added DoPlayerPotBall method to clean things up a little
Added ball tray skeleton for skinning
Refactored View system so now spectators will see what you see properly
Merge
Merge branch 'main' of sbox-pool into main
Added black ball icon class and fixed icon class for win
Added spots or stripes icon classes
Added icon class
Don't use NextPhysicsFrame in a Task if you want to stay sane
Added Toasts (first pass) ready for skinning
Also update TimeLeftSeconds in PlayRound
Added TimeLeftSeconds for Lewis
Updated PoolBallType to Spots and Stripes
Smoother cue rotation and the line no longer jiggles
Added some additional sounds
Added some placeholder sound effects
Asynchronous ball potting animation and reduced RespawnWhite/BlackBall to RespawnBall
Fixed issues with pool_felt_tiling_blend
Merge branch 'main' of sbox-pool into main
Fixed shot power being remembered next time and updated blend material to use blend.vfx
Use correct orientations for the pool cue
Fixed absolute path on pool_ball_15
A couple of fixes and moved the positioning of the cue server-side for now until some prediction issues are resolved
Added the shot power line and dotted power circle effect using RenderEntity
A few surface property tweaks
Reduce maximum force of the white ball by shot power and use 10 physics substeps to prevent balls moving through eachother
Fixed Z velocity on balls
I dunno what happened here
Merge branch 'main' of sbox-pool into main
Update hole.vmat_c
Added support for material groups for the balls so each one has a proper material now
Updated physics, positioning and traces to use new 1:1 scale
Fixed VertexBufferExtension.AddCube using wrong up vector axis
Don't leave this spammy null log in here
Show white area when appropriate, fixed the cue going crazy due to a weird bug with Normal that sometimes returns negative zeros,
Improved control mechanism, removed redundant FirstPersonView, numbered my balls, added addition enum to fgd
Predict placing the white ball for a smoother experience
Temporary RenderEntity tests (not working at the moment)