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5,903 Commits over 943 Days - 0.26cph!

3 Hours Ago
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
3 Hours Ago
Ensure mountable is killed (again)
Yesterday
Codegen
Yesterday
- 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
Yesterday
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
Yesterday
- 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
Yesterday
Fix pool cue viewmodel not spawning
Yesterday
- Manifest - Force mount the pool table mountable on use
Yesterday
Remove remaining game logic from pool table
Yesterday
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
Yesterday
Id and NRE fixes
Yesterday
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
2 Days Ago
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
2 Days Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
2 Days Ago
Better bounds
2 Days Ago
Codegen
2 Days Ago
Dont network ball rotation - its just calculated on the client from velocity information
2 Days Ago
Added ball rolling
2 Days Ago
missed file
2 Days Ago
Add drag to the pool ball velocity
2 Days Ago
Only run physics updates if any of the balls have velocity
2 Days Ago
Hide ball when pocketed
3 Days Ago
- Add walls to the pool physics simulation
3 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
3 Days Ago
Fix busted deploy volume
3 Days Ago
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
3 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
3 Days Ago
train_cinematic_improvements -> main
3 Days Ago
Bunch of commands to control locomotives with console commands
3 Days Ago
Add train control to the timeline
3 Days Ago
main -> game_room_dlc
3 Days Ago
Pool table deployable
4 Days Ago
network_profiler_improvements_3 -> main
7 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
7 Days Ago
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
7 Days Ago
Revert previous changes
7 Days Ago
main -> twitchdropsrenderer
7 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
8 Days Ago
up and down fixes
8 Days Ago
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8 Days Ago
Add pocket support (which deletes the ball on contact)
8 Days Ago
Ball collision detection (against other bodies that arent walls) Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
8 Days Ago
main -> game_room_dlc
8 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
9 Days Ago
When sprinkling in local servers ensure they're under like 150km rather than < 1000km
9 Days Ago
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9 Days Ago
Fix deployable snapping not working properly in some cases Client now sends over its setup and server validates (just like regular placement)
9 Days Ago
Final fixes
9 Days Ago
More WIP changes
9 Days Ago
Another attempt at a fix