6,126 Commits over 1,004 Days - 0.25cph!
Fix dodgy prevent building area
Cant place pool table in terrain anymore, has to be on a construction
Add decay to the pooltable
Destroy pool table when ground is missing
Remove old pooltable models (will prevent read/write nre)
Multiple fixes to ensure Pooltable will run at low FPS:
- Allow table itself to run its own substeps on top of ian physics engine. This will allow the table to be able to catch up even when ran at very low FPS (MaxCatchUpTicks)
- Just use the client determinisim rather than snapping mid shot - should prevent balls teleporting around
- Use doubles rather than floats in some places
- Players currently registered to play can clean the existing pool table match
- Players with building priv can clear the existing pool table match
- Anyone can clear the match provided there has been no shots taken for 3 minutes (convar'd)
game_room_dlc -> main (missed files)
Revert PlayerAnimation controller - merge issues
demo_compat_crc_fix -> main
Stop Demo CRC being ignored in Editor
Ensure pool ui closes in demos (when not in first person)
Add extra dismount points so the table wont kill you in some cases (should all the dismounts be blocked)
Stop pool dismounts making you fly
Stop players feet clipping into the ground whilst playing pool
Fix pooltable collider NRE
Added disclaimer text on the pooltable
Fix darts throwing towards the player and bricking the darts board
Revert rolling changes
Reduce stop threshold
- Clean out a bunch of overly complex equidistant test code
- Setup world spline with the correct values to ensure equdistance without a seperated method
Split pool table into client + server files to cut down on the bloat
Fix a ton of movement lag issues
Further lower the pooltable
- Add mouse instructions to the ui
- Minor ui changes
Fix pool balls not rolling when they get slow enough
Stop dismounting from the pooltable ending up killing you
pool: Resetting the game now takes a few seconds rather than instantly being able to do it
Fix darts game board breaking aux1 builds
Pooltable:
- Fully swap pooltable 3p animations to an animation subsystem
- Dont use leg animators anymore
- Rip out player animation test code
- When destroying an animation subsystem ensure the system is disabled
- Fix floating deployable
Pool table aiming logic is now client controlled - this gets around any latency.
Server will validate proposed changes.
Prevent all melee damage to doors whilst outside the raid window.
Original intention was to allow some form of door raiding, but this can be abused too heavily
Address performance feedback: reduce the amount of times GetChangedMask() is called therefore reducing the amount of calls to MetabolismAttribute::HasChanged() and MetabolismAttribute::HasChangedGreatly()
Only advance the baseline when we report a change
Fix comfort values being stuck at certain levels, fix food not always providing hunger and hydration benefits