4,645 Commits over 1,310 Days - 0.15cph!
Added some BBox extensions, rudimentary ball placement code (visuals coming) within white area, player gets second shot when potting their own color
Added FloatExtension (Normalize), the cue will automatically tilt and raise if it needs to, and half-finished white ball placement
Added trigger_white_area to the map
Added TriggerWhiteArea for where the white ball can be placed (stub)
Increased the scale of balls by 15% and added a trigger around the table to detect when balls have flown away
Fixed issues with scoring and added FoulReason.HitNothing (players foul if the white ball hits nothing during their play)
Temporarily show a debug line from the cue tip until a proper particle system is made for it
Finished most of the core gameplay logic, it's now mostly possible to complete a game of pool. Additional tweaks to physics needed, visual elements and placing the white ball required
Fixed a bug where cues would sometimes double up and fixed the last striker of a ball determining who to owe the score to
Moved reference table map
Tweaked the physics (still needs a lot of work), added a proper round system where players can take turns and be selected at random (losers never play twice, winner stays on), implemented EntityHandle for networked entities, and pocketing balls will increase score, pocketing the white will respawn it
Added simple view system with TopDownView and FirstPersonView, use ApplyForceAt when striking the white ball instead of setting velocity directly so it applies it from the cue tip
Trying to nail one method of cue control, this is my first pass but it needs a good tweaking
Added PoolBall, PoolBallSpawn and TriggerBallPocket entities, added them to the pool table map, and got ball spawning working
Added skeleton gamemode code
Added barebones components for rounds and required game class
Compiled sound event files
Sound source files
Merge branch 'main' of sbox-hidden into main
Moved all content to root
Improved the Sense particle system
Added proper particles for the Sense ability that ignore z-buffer
Skinned player info, round info and added custom scoreboard stuff to display multiple teams ready for skinning
Fixed merge issue
Started moving new UI designs into the project
Added support for charge attacks and changed the pickup ragdoll / stick ragdoll button to Use, right-click now starts charging the knife attack to do 3x damage if you hit
Fixed NRE if a light that is flickering is no longer valid, fixed Laser Dot not hitting hitboxes, and changed Pos to WorldPos
The flashlight is now properly predicted
Added view and world flashlights which now work properly
Improved the light flicker system
Increased the knife's hit radius and don't fade The Hidden out as they get further away, it's too OP after testing
Improved how Deployments work to lets teams add their own, added 3 different Deployments for The Hidden and fixed an issue around spectating other players
Show the loading screen if the player is a spectator but has an invalid spectator target
Added spooky sounds that say "I see you" whenever The Hidden uses the Sense ability
Updated weapon code to remove redundant `owner` param from methods
Merge branch 'main' of sbox-hidden into main
Use Task.NextPhysicsFrame() instead of a ms delay, and make sure the Deployment screen disappears when the Hide round is over
Skinned the voice list entry with new HUD asset and fixed Respawn not working in the Lobby
Fixed Vitals showing when the player was dead, properly swap between players when spectating instead of using a random player each time, and improved the kill command and allow rounds to specify if the player can suicide
Refactored how the flashlight works, it now stays around and just Enables or Disables to avoid re-recreating the entity a bunch of times
Added sounds for Flashlight On, Flashlight Off, and Flashlight Flicker
Lights will randomly flicker sometimes if The Hidden is around
Added a Flashlight for I.R.I.S. which dims over time until it flickers and turns itself off
Merge branch 'main' of sbox-hidden into main
Finished all screen implementations of the HUD mockups
Started updating the HUD to match the mockups that Lewis did
The laser dot is now an entity and updates a lot faster too
Added a laser dot particle for I.R.I.S. weapons instead of a crosshair like in the original mod