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5,950 Commits over 943 Days - 0.26cph!

38 Minutes Ago
main -> mountable_rollback
demo_breaking_fix -> main
Fix demos removing certain entities during initial playback Was most apparent with global broadcast entities and would often result in Cargo Ship not being there during playback
- Add a serverside convar to be able to toggle it on/off - Parameter-less constructor to Deque so it can be pooled - Codegen
Initial attempt at mountable rollback to fix 'projectile invalid' when attacking a player thats on a mini or zipline etc. We cheat by only storing player relative positions to avoid rolling back mountables physics positions Each client will allocate and store the last 16 ticks. 192 bytes for each mounted player, which is reused via the pool. Retain old behaviour if not mounted hit or if the last 16 ticks aren't available
demo_scrubbing_optimizations -> main
3 Days Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
3 Days Ago
Stop every demo scrub from allocating a new BaseNetworkable list
3 Days Ago
boomerang_model_dupe_fix -> main
3 Days Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
3 Days Ago
binoculars_ultrawide_fixes -> main
3 Days Ago
Fix binocular eyes seperating on ultrawide resolutions https://files.facepunch.com/ianhenderson/1b2211b1/sKu5bcwjHI.png
4 Days Ago
main -> PlayerRigUpdate2
4 Days Ago
disable_ping_estimation_again -> main
4 Days Ago
Turn off ping estimator again. Will prevent ICMP tranmssion errors on some Windows Servers. Unix is unaffected.
4 Days Ago
main -> custom_;loadingmessages_newlines
4 Days Ago
\n is not working for loading messages. Support br and ensure its not stripped out as it was before
4 Days Ago
cargo_map_marker_fix_2 -> main
4 Days Ago
Fix cargo crates appearing underneath cargo map marker when joining games with a cargo ship already roaming around
5 Days Ago
main -> game_room_dlc
6 Days Ago
game_room_dlc_pool -> game_room_dlc
6 Days Ago
compile errors
6 Days Ago
Fix mountable floating issues
6 Days Ago
Fix dismounting at angled shots from forcing you to look at your feet
6 Days Ago
Enable legs renderer on pool table mountable
6 Days Ago
New cleaned up reconcilliation logic - Use an incremental id so we always know whats stale - Add a tiimeout so we can accept super new snapshots regardless - Fix issues with pocketing throwing the whole simulation off
6 Days Ago
Initial UI setup
6 Days 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
6 Days Ago
- 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
6 Days Ago
Apply friction when bouncing off walls to prevent weird infinite rolling at certain angles on surfaces
6 Days Ago
Reset the game when the 8 ball is pocketed before its due
7 Days Ago
Add support for raycasting inside the pool physics engine
7 Days Ago
- Show cue - Add line renderer to show where you're aiming
7 Days Ago
Add profiling. Showing approx 0.08ms per table when bodies are moving
8 Days Ago
Fix kinematic bodies forcing the pool physics tick to keep simulating because their velocity wasn't being killed
8 Days Ago
Can now walk around the pool table when mounted
8 Days Ago
Sync pool mountable locations over the net
8 Days Ago
Fixed dumb 3am bug I couldn't see
8 Days Ago
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
8 Days Ago
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
8 Days Ago
Remove dodgy null check
8 Days Ago
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
8 Days Ago
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
8 Days Ago
Fix list clear NRE
8 Days Ago
Stop groundwatch killing the table as well
8 Days Ago
- 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
8 Days Ago
- Allow player to play against themselves - Temp patch for viewmodel issues
10 Days Ago
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
10 Days Ago
Ensure mountable is killed (again)
11 Days Ago
Codegen