4,843 Commits over 1,402 Days - 0.14cph!
Properly set speed based on unit data, fixed a stupid error (my bad) with pathfinding
Import NavPath and NavSteer to Gamelib, added a Unit Circle, improved selection handling, refactored ISelectable, added ItemEntity generic and added UnitEntity
Use a glow outline instead of a Debug Overlay for selection (and use the team color)
Added ability for entities to decide if they can be part of a multi-selection, added placeholder overlay for selected items, temporarily use a ServerCmd for item selection, update building entity physics from model
Invert mouse wheel zoom, added Min/MaxFOV options, and shuffle spawnpoints on start (added List Shuffle extension method)
Removed old models, added a mechanism for object selection, added skeleton classes for additional buildings and technology, added multi-cost support, added WASD camera movement and zooming in and out
Merge branch 'main' of sbox-rts into main
Hide the Win Summary when the stats round is over
Fixed Win Summary Elo Calculations
Added some basic buildings (placeholder) and renamed some stuff to make a bit more sense
Square map test with only player spawn points (super simple)
Added a very crude system for buildable items with some skeleton classes with dependencies, I might scrap this though but it's the first iteration
Updated property watcher to support unwatching
Added the skeleton gamemode and moved common shared code to gamelib directory
Added skeleton Win Summary
Whitelist System.Comparison for List.Sort / CompareTo
Merge branch 'master' of github.com:Facepunch/sbox
Started working on a rule voting system ( WIP, looks ugly )
Show black ball in top when player is on the black, only play FF sound once per game because it is repetitive, hitting another ball after black won't foul if you're on the black
You don't get a 2nd shot if you foul first
Added an experimenting fast forward system to stop it taking so long for a turn to end - this might be annoying
Include the white ball when determining gasp
Some refactoring, added some sound effects, made the game speed up 3 seconds after taking a shot, added ticking clock sound for turn, and in some occasions the camera will zoom and the crowd will GASP if a ball might go in after a while
Everything goes red if you might hit the wrong ball
Fixed Authority error when moving white ball before Owner is properly replicated
Updated surface property of pool.ball to have reduced bounce threshold (woop) and load/save rating JSON
Fixed pot history not updating (this is only a temporary measure)
Updated to latest net changes
Added basic ELO ranking display support (saving to JSON is disabled for now)
Move common logic for whether owner is in play to a separate method
Fixed server accepting input from everyone
Removed "controllers" and the Cue handles its own fate now, properly predicted with Simulate and client effects (shot power line etc) updated in Tick for each client
Predict white ball placement as well and set owner directly to the pawn now that works
Let's try and make the cue predicted again for the player taking a turn
Merge branch 'main' of sbox-pool into main
The Hidden compiles again and updated all code and fixed bugs relating to Pain Day
Merge branch 'main' of sbox-hidden into main
Update NetworkList for Pool
Pool is a functional game again after Pain Day, fixed a bug where potting the white after the black would still result in a win
Use a single tick for both remote and local client this helps reduce the lerping effect of the cue
Whitelist IEquatable and DefaultMemberAttribute
Just have a single cue, there is no need to have one cue per player
Apply force directly to the white ball instead of at the cue tip position and added a ghost white ball to show what it will hit along its path
Don't show the started turn message on a second shot and cause balls to stop completely when the turn ends
Merge branch 'main' of sbox-pool into main
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