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5,901 Commits over 943 Days - 0.26cph!

1 Hour Ago
Codegen
1 Hour Ago
- Swap vine swinging mount pose to standing - Fix offset y rotation - Increase drag to a more realistic level - Fix pooltable mountable not removing itself when dismounting
1 Hour Ago
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
1 Hour Ago
- Setup v_spear anims/avatar - Fix inside terrain violation when jumpin on mountable - Viewmodel was set to wrong prefab - Viewmodel skeleton fix - Add viewmodel renderers to skinned mesh renderers
1 Hour Ago
Fix pool cue viewmodel not spawning
2 Hours Ago
- Manifest - Force mount the pool table mountable on use
2 Hours Ago
Remove remaining game logic from pool table
2 Hours Ago
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
5 Hours Ago
Id and NRE fixes
5 Hours Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
Yesterday
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
Yesterday
- Better world spline inspector - Methods to find closest point on a spline to a world position
Yesterday
Better bounds
Yesterday
Codegen
Yesterday
Dont network ball rotation - its just calculated on the client from velocity information
Yesterday
Added ball rolling
Yesterday
missed file
Yesterday
Add drag to the pool ball velocity
Yesterday
Only run physics updates if any of the balls have velocity
Yesterday
Hide ball when pocketed
2 Days Ago
- Add walls to the pool physics simulation
2 Days Ago
- Shared client+server physics tick rate (for now) - 15 ball triangle rack setup - Cue ball setup - Properly map ian physics engine -> world space
2 Days Ago
Fix busted deploy volume
2 Days Ago
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
2 Days Ago
Pool table linking: - Client + server run physics - Server sends snapshots to the client (position, rotation, velocity) - Client updates running simulation to match the sent server update - Run it through save/load right now
2 Days Ago
train_cinematic_improvements -> main
2 Days Ago
Bunch of commands to control locomotives with console commands
2 Days Ago
Add train control to the timeline
2 Days Ago
main -> game_room_dlc
2 Days Ago
Pool table deployable
3 Days Ago
network_profiler_improvements_3 -> main
6 Days Ago
- Temp fix the electric furnace skin rendering in twitch drops - Get the workshop render to spill the beans when something doesn't work
6 Days Ago
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
6 Days Ago
Revert previous changes
6 Days Ago
main -> twitchdropsrenderer
6 Days Ago
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
7 Days Ago
up and down fixes
7 Days Ago
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7 Days Ago
Add pocket support (which deletes the ball on contact)
7 Days Ago
Ball collision detection (against other bodies that arent walls) Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
7 Days Ago
main -> game_room_dlc
7 Days Ago
- Add entity name and create/update distinction to Entities inbound profiling - Add packet profiling to GlobalNetworkHandler - Improve network profiler coverage for entity packets
8 Days Ago
When sprinkling in local servers ensure they're under like 150km rather than < 1000km
8 Days Ago
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8 Days Ago
Fix deployable snapping not working properly in some cases Client now sends over its setup and server validates (just like regular placement)
8 Days Ago
Final fixes
8 Days Ago
More WIP changes
8 Days Ago
Another attempt at a fix
8 Days Ago
Attempt to solve a weird issue where the country chosing canvas is invisible in build. I reckon it's something to do with flex layout and having child absolute elements but I cant be certain
9 Days Ago
Ensure mask update group is provided