5,944 Commits over 943 Days - 0.26cph!
Dont allocate a new hashset everytime we jump to a new point on the timeline
Stop every demo scrub from allocating a new BaseNetworkable list
boomerang_model_dupe_fix -> main
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
binoculars_ultrawide_fixes -> main
Fix binocular eyes seperating on ultrawide resolutions
https://files.facepunch.com/ianhenderson/1b2211b1/sKu5bcwjHI.png
disable_ping_estimation_again -> main
Turn off ping estimator again. Will prevent ICMP tranmssion errors on some Windows Servers. Unix is unaffected.
main -> custom_;loadingmessages_newlines
\n is not working for loading messages. Support br and ensure its not stripped out as it was before
cargo_map_marker_fix_2 -> main
Fix cargo crates appearing underneath cargo map marker when joining games with a cargo ship already roaming around
game_room_dlc_pool -> game_room_dlc
Fix mountable floating issues
Fix dismounting at angled shots from forcing you to look at your feet
Enable legs renderer on pool table mountable
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
- 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
- Show cue
- Add line renderer to show where you're aiming
Add profiling. Showing approx 0.08ms per table when bodies are moving
Fix kinematic bodies forcing the pool physics tick to keep simulating because their velocity wasn't being killed
Can now walk around the pool table when mounted
Sync pool mountable locations over the net
Fixed dumb 3am bug I couldn't see
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
- Use eye override direction instead for cue ball shoot direction
- Apply ball force as a local dir
- Fix z position being stomped (when loading table state)
- Fix shooting not working
- Fix only being able to mount the table once
- Codegen
Pool Physics Engine:
- Frame rate independent drag
- Stopping distance to stop creeping when applying drag
- Higher threshold to detect 'stopped' physics bodies
Stop groundwatch killing the table as well
- 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
- Allow player to play against themselves
- Temp patch for viewmodel issues
- New PoolCueViewModel setup - strip off rotational changes
- Update viewmodel rotation based on mountable
- New setup for the viewmodel
Ensure mountable is killed (again)
- 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
- Table can track multiple mountables
- Can't mount if you're already mounted
- Don't need to call kill - the table does it
- 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
Fix pool cue viewmodel not spawning
- Manifest
- Force mount the pool table mountable on use
Remove remaining game logic from pool table