userConnacancel

4,645 Commits over 1,310 Days - 0.15cph!

3 Years Ago
Added some BBox extensions, rudimentary ball placement code (visuals coming) within white area, player gets second shot when potting their own color
4 Years Ago
Added FloatExtension (Normalize), the cue will automatically tilt and raise if it needs to, and half-finished white ball placement
4 Years Ago
Added trigger_white_area to the map
4 Years Ago
Added TriggerWhiteArea for where the white ball can be placed (stub)
4 Years Ago
Increased the scale of balls by 15% and added a trigger around the table to detect when balls have flown away
4 Years Ago
Fixed issues with scoring and added FoulReason.HitNothing (players foul if the white ball hits nothing during their play)
4 Years Ago
Temporarily show a debug line from the cue tip until a proper particle system is made for it
4 Years Ago
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
4 Years Ago
Fixed a bug where cues would sometimes double up and fixed the last striker of a ball determining who to owe the score to
4 Years Ago
Moved reference table map
4 Years Ago
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
4 Years Ago
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
4 Years Ago
Trying to nail one method of cue control, this is my first pass but it needs a good tweaking
4 Years Ago
Added PoolBall, PoolBallSpawn and TriggerBallPocket entities, added them to the pool table map, and got ball spawning working
4 Years Ago
Added skeleton gamemode code
4 Years Ago
Initial commit
4 Years Ago
Added barebones components for rounds and required game class
4 Years Ago
Initial commit
4 Years Ago
Compiled sound event files
4 Years Ago
Sound source files Merge branch 'main' of sbox-hidden into main
4 Years Ago
Update README.md
4 Years Ago
Update README.md
4 Years Ago
Update README.md
4 Years Ago
Initial commit
4 Years Ago
Moved all content to root
4 Years Ago
Improved the Sense particle system
4 Years Ago
Added proper particles for the Sense ability that ignore z-buffer
4 Years Ago
Skinned player info, round info and added custom scoreboard stuff to display multiple teams ready for skinning Fixed merge issue
4 Years Ago
Started moving new UI designs into the project
4 Years Ago
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
4 Years Ago
Fixed NRE if a light that is flickering is no longer valid, fixed Laser Dot not hitting hitboxes, and changed Pos to WorldPos
4 Years Ago
Removed old code
4 Years Ago
The flashlight is now properly predicted
4 Years Ago
Added view and world flashlights which now work properly
4 Years Ago
Improved the light flicker system
4 Years Ago
Increased the knife's hit radius and don't fade The Hidden out as they get further away, it's too OP after testing
4 Years Ago
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
4 Years Ago
Show the loading screen if the player is a spectator but has an invalid spectator target
4 Years Ago
Added spooky sounds that say "I see you" whenever The Hidden uses the Sense ability
4 Years Ago
Updated weapon code to remove redundant `owner` param from methods Merge branch 'main' of sbox-hidden into main
4 Years Ago
Use Task.NextPhysicsFrame() instead of a ms delay, and make sure the Deployment screen disappears when the Hide round is over
4 Years Ago
Skinned the voice list entry with new HUD asset and fixed Respawn not working in the Lobby
4 Years Ago
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
4 Years Ago
Refactored how the flashlight works, it now stays around and just Enables or Disables to avoid re-recreating the entity a bunch of times
4 Years Ago
Added sounds for Flashlight On, Flashlight Off, and Flashlight Flicker
4 Years Ago
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
4 Years Ago
Finished all screen implementations of the HUD mockups
4 Years Ago
Started updating the HUD to match the mockups that Lewis did
4 Years Ago
The laser dot is now an entity and updates a lot faster too
4 Years Ago
Added a laser dot particle for I.R.I.S. weapons instead of a crosshair like in the original mod