4,710 Commits over 1,341 Days - 0.15cph!
Use correct orientations for the pool cue
Fixed absolute path on pool_ball_15
A couple of fixes and moved the positioning of the cue server-side for now until some prediction issues are resolved
Added the shot power line and dotted power circle effect using RenderEntity
A few surface property tweaks
Reduce maximum force of the white ball by shot power and use 10 physics substeps to prevent balls moving through eachother
Fixed Z velocity on balls
I dunno what happened here
Merge branch 'main' of sbox-pool into main
Update hole.vmat_c
Added support for material groups for the balls so each one has a proper material now
Updated physics, positioning and traces to use new 1:1 scale
Fixed VertexBufferExtension.AddCube using wrong up vector axis
Don't leave this spammy null log in here
Show white area when appropriate, fixed the cue going crazy due to a weird bug with Normal that sometimes returns negative zeros,
Improved control mechanism, removed redundant FirstPersonView, numbered my balls, added addition enum to fgd
Predict placing the white ball for a smoother experience
Temporary RenderEntity tests (not working at the moment)
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