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5,903 Commits over 943 Days - 0.26cph!

Yesterday
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
Yesterday
Ensure mountable is killed (again)
2 Days Ago
Codegen
2 Days 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
2 Days Ago
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
2 Days 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
2 Days Ago
Fix pool cue viewmodel not spawning
2 Days Ago
- Manifest - Force mount the pool table mountable on use
2 Days Ago
Remove remaining game logic from pool table
2 Days Ago
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
2 Days Ago
Id and NRE fixes
2 Days Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
3 Days Ago
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
3 Days Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
3 Days Ago
Better bounds
3 Days Ago
Codegen
3 Days Ago
Dont network ball rotation - its just calculated on the client from velocity information
3 Days Ago
Added ball rolling
3 Days Ago
missed file
3 Days Ago
Add drag to the pool ball velocity
3 Days Ago
Only run physics updates if any of the balls have velocity
3 Days Ago
Hide ball when pocketed
4 Days Ago
- Add walls to the pool physics simulation
4 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
4 Days Ago
Fix busted deploy volume
4 Days Ago
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
4 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
4 Days Ago
train_cinematic_improvements -> main
4 Days Ago
Bunch of commands to control locomotives with console commands
4 Days Ago
Add train control to the timeline
4 Days Ago
main -> game_room_dlc
4 Days Ago
Pool table deployable
5 Days Ago
network_profiler_improvements_3 -> main
8 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
8 Days Ago
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
8 Days Ago
Revert previous changes
8 Days Ago
main -> twitchdropsrenderer
8 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
9 Days Ago
up and down fixes
9 Days Ago
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9 Days Ago
Add pocket support (which deletes the ball on contact)
9 Days Ago
Ball collision detection (against other bodies that arent walls) Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
9 Days Ago
main -> game_room_dlc
9 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
10 Days Ago
When sprinkling in local servers ensure they're under like 150km rather than < 1000km
10 Days Ago
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10 Days Ago
Fix deployable snapping not working properly in some cases Client now sends over its setup and server validates (just like regular placement)
10 Days Ago
Final fixes
10 Days Ago
More WIP changes
10 Days Ago
Another attempt at a fix