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5,923 Commits over 943 Days - 0.26cph!

1 Hour Ago
- Camera now points behind the pool ball (stops any weird angles and needing glasses to see what you're hitting) - Camera points slight up when a ball is in the way - Seperate all the logic over so the pooltable is in control of most of it - Cleanup
- Setup cleaner and more reliable reset flow - Fix loaded server authoritative position from stomping a predicted position (again) - Add 'include walls' to the raycast options - Codegen - Ensure pool table syncs state after each ball pocketing - Line renderer stops when it intersects with a wall or ball in the pool physics engine - Stop jumping into the air when you dismount after a shot
Apply friction when bouncing off walls to prevent weird infinite rolling at certain angles on surfaces
Reset the game when the 8 ball is pocketed before its due
Add support for raycasting inside the pool physics engine
Yesterday
- Show cue - Add line renderer to show where you're aiming
Yesterday
Add profiling. Showing approx 0.08ms per table when bodies are moving
Yesterday
Fix kinematic bodies forcing the pool physics tick to keep simulating because their velocity wasn't being killed
Yesterday
Can now walk around the pool table when mounted
Yesterday
Sync pool mountable locations over the net
Yesterday
Fixed dumb 3am bug I couldn't see
Yesterday
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
Yesterday
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
Yesterday
Remove dodgy null check
Yesterday
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
Yesterday
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
Yesterday
Fix list clear NRE
Yesterday
Stop groundwatch killing the table as well
Yesterday
- Locally shoot the pool shot as well (prediction and reconcilliation) - Parent mountables instead - Get Owner Table Via GetParentEntity() instead - Only allow joining the table when nothing is in motion
Yesterday
- Allow player to play against themselves - Temp patch for viewmodel issues
4 Days Ago
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
4 Days Ago
Ensure mountable is killed (again)
5 Days Ago
Codegen
5 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
5 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
5 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
5 Days Ago
Fix pool cue viewmodel not spawning
5 Days Ago
- Manifest - Force mount the pool table mountable on use
5 Days Ago
Remove remaining game logic from pool table
5 Days Ago
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
5 Days Ago
Id and NRE fixes
5 Days Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
6 Days Ago
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
6 Days Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
6 Days Ago
Better bounds
6 Days Ago
Codegen
6 Days Ago
Dont network ball rotation - its just calculated on the client from velocity information
6 Days Ago
Added ball rolling
6 Days Ago
missed file
6 Days Ago
Add drag to the pool ball velocity
6 Days Ago
Only run physics updates if any of the balls have velocity
7 Days Ago
Hide ball when pocketed
7 Days Ago
- Add walls to the pool physics simulation
7 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
7 Days Ago
Fix busted deploy volume
7 Days Ago
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
7 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
7 Days Ago
train_cinematic_improvements -> main
7 Days Ago
Bunch of commands to control locomotives with console commands
7 Days Ago
Add train control to the timeline