4,789 Commits over 1,371 Days - 0.15cph!
This should reset doors to their default state when a round starts
These shouldn't need to be [Broadcast] as called from Respawn which is already broadcast to everyone
Update Outfit if team changes
Don't auto-pickup weapons if we have a weapon in that slot. Don't try to auto-pickup weapons if we aren't the host
Add this early return even earlier before <style> tag because if Player is null it will error
Potential NRE in OnDeployed - but why could PlayerController be null here?
Should fix a bunch of NREs
Destroy these dropped weapons in either PreRoundStart or PostRoundEnd?
Only count enabled weapons when considering if we should drop one - when we clear inventory we set weapon component Enabled to false
I think this is a lot better
Don't give default equipment weapon if we already have weapon in same slot
Host controlled weapon drops and pickups
When the round ends destroy all dropped weapon objects
Resume / take control over game loop when we become the host.
Fix USP vm casting shadows. New way of doing weapon changing networked. Add Weapon.OnDeploy, Weapon.OnHolstered.
Team obscured outline effect
Disable Weapon component after we destroy it - check if weapon is Enabled when querying if we have a weapon
Broadcast DryShootEffects
Fix NRE when local player is null in Crosshair
Fix errors in HUD when local player doesn't exist yet
Resources
Make networking stuff host controlled logic - player controlled movement / shooting. Weapons properly networked.
Separate HUD from Player prefab - make that GO in the scene networked - should fix chat too
Fix conflicts
Turn shadows off on cue for now. Cue forward interp increase based on shot power
Fix yeeting white ball into pocket
Await frame - reimplement animate into pocket
Various collision fixes
Check if Rigidbody is valid here to prevent error during end turn
Fix stylesheet issues. Set / broadcast RPCs for physics properly
Simplify InterpolationBuffer a little bit (internal API)
Disable interpolation during certain initialization callbacks for components
Temp disable anything that may be desynchronizing physics values
Create lobby on load, make RenderAlpha sync - don't use INetworkSerializable anymore
We could actually interpolate the body transforms on the client like this
Fix transform update delay when Skinned Model Renderer is attached to bone of another Skinned Model Renderer (#1578)
* Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
* Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
Only enable motion if we're the owner (or we don't network bodies)
Initial experiment with networked Model Physics
Fixed other players not receiving chat
Use capsule + FindMode.EverythingInSelfAndAncestors when finding comps from bomb explosion
Enable fix unstuck again on move controller for bomb royale player
Make Bomb Royale "Quick Play"
Query game package MaxPlayers when creating a lobby
Current state object becomes owned by new host when current host disconnects
Update bomb trace range. Player use capsule collider