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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
main -> PlayerRigUpdate2
Yesterday
disable_ping_estimation_again -> main
Yesterday
Turn off ping estimator again. Will prevent ICMP tranmssion errors on some Windows Servers. Unix is unaffected.
Yesterday
main -> custom_;loadingmessages_newlines
Yesterday
\n is not working for loading messages. Support br and ensure its not stripped out as it was before
Yesterday
cargo_map_marker_fix_2 -> main
Yesterday
Fix cargo crates appearing underneath cargo map marker when joining games with a cargo ship already roaming around
Yesterday
main -> game_room_dlc
2 Days Ago
game_room_dlc_pool -> game_room_dlc
2 Days Ago
compile errors
3 Days Ago
Fix mountable floating issues
3 Days Ago
Fix dismounting at angled shots from forcing you to look at your feet
3 Days Ago
Enable legs renderer on pool table mountable
3 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
3 Days Ago
Initial UI setup
3 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
3 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
3 Days Ago
Apply friction when bouncing off walls to prevent weird infinite rolling at certain angles on surfaces
3 Days Ago
Reset the game when the 8 ball is pocketed before its due
4 Days Ago
Add support for raycasting inside the pool physics engine
4 Days Ago
- Show cue - Add line renderer to show where you're aiming
4 Days Ago
Add profiling. Showing approx 0.08ms per table when bodies are moving
4 Days Ago
Fix kinematic bodies forcing the pool physics tick to keep simulating because their velocity wasn't being killed
5 Days Ago
Can now walk around the pool table when mounted
5 Days Ago
Sync pool mountable locations over the net
5 Days Ago
Fixed dumb 3am bug I couldn't see
5 Days Ago
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
5 Days Ago
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
5 Days Ago
Remove dodgy null check
5 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
5 Days Ago
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
5 Days Ago
Fix list clear NRE
5 Days Ago
Stop groundwatch killing the table as well
5 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
5 Days Ago
- Allow player to play against themselves - Temp patch for viewmodel issues
7 Days Ago
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
7 Days Ago
Ensure mountable is killed (again)
8 Days Ago
Codegen
8 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
8 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
8 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
8 Days Ago
Fix pool cue viewmodel not spawning
8 Days Ago
- Manifest - Force mount the pool table mountable on use
8 Days Ago
Remove remaining game logic from pool table