userConnacancel
branchsbox-pool2/maincancel

38 Commits over 244 Days - 0.01cph!

4 Months Ago
Set Orphaned Mode on the Cue to Host Do the same for other runtime spawned network objects
7 Months Ago
Turn shadows off on cue for now. Cue forward interp increase based on shot power
7 Months Ago
Fix yeeting white ball into pocket
7 Months Ago
Fix position
7 Months Ago
Await frame - reimplement animate into pocket Various collision fixes
7 Months Ago
Check if Rigidbody is valid here to prevent error during end turn
7 Months Ago
Fix stylesheet issues. Set / broadcast RPCs for physics properly
7 Months Ago
Temp disable anything that may be desynchronizing physics values
7 Months Ago
UI fixes
7 Months Ago
Restructuring
7 Months Ago
Create lobby on load, make RenderAlpha sync - don't use INetworkSerializable anymore
8 Months Ago
Unobsolete obsolete code Fix crash on start / gave myself more work todo Fix null reference when ball physics body is null Fix crash on AnimateIntoPocket / Fix ballhistory duplication Merge pull request #1 from Louis-Ladd/main Fix current crashes and networking issues
10 Months Ago
Some work on updating Pool for newer networking stuff
1 Year Ago
Trick to only play sound to local player
1 Year Ago
Remove this log
1 Year Ago
Some cleanup. Additional IsHost checks in some places / asserts. Fixed BallType not being assigned properly when potting first ball. Ball render alpha is networked / serialized.
1 Year Ago
Set startup scene. Fixed NRE in PlayerDisplay. Can use [Authority] for PoolBall.TryMoveTo now
1 Year Ago
Send actual connection id instead of checking steam id as fixes local testing Fix white ball placement, disable cue renderer when appropriate to hide it
1 Year Ago
Fix toasts not showing up Make some vars private Cleanup
1 Year Ago
Clean up Pot History
1 Year Ago
Update player's BallType in INetworkSerializable.Read/Write
1 Year Ago
Move white ball move logic
1 Year Ago
Started porting over UI. Start implementing game logic for turns and potting logic. Try to network as much as possible right now - some hacky bits in the mean time.
1 Year Ago
Add PoolPlayer, BallPocket, add pocket triggers to table When two players have joined it'll spawn balls (networked), cue (networked), and assign cue to first player for now.
1 Year Ago
Smooth it a bit
1 Year Ago
Fix shot strength fps variable
1 Year Ago
Set substeps, adjust damping, enforce ball z velocity - try to lock balls to axis, collision start event for sounds later
1 Year Ago
Add GameManager. Update physics props of ball / table. Set some sort of sensible angular and linear damping of balls for now
1 Year Ago
Add PoolCue component - do basic logic for cue shot
1 Year Ago
Make 'em a bit translucent
1 Year Ago
PoolBallSpawn uses Gizmo to render in editor - add hitbox, set material group etc.
1 Year Ago
Add pool ball spawn component - ball prefab... setup (roughly) spawns in scene, bring over old enums
1 Year Ago
Random force component test + add rigidbody to the model collider objects
1 Year Ago
Make a really thin box collider for the middle felt
1 Year Ago
Setup camera and colliders (this may not work off the bat)
1 Year Ago
Remove old lounge_v2 Add pool_lounge reference map Add pool.scene and start assembling the table Assembled table mostly except felt marking (white ball line), regular ball area
1 Year Ago
Initial commit - import materials, models, map, sounds and ui textures
1 Year Ago
Initial commit