5,901 Commits over 943 Days - 0.26cph!
- 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
- PoolGameController (all game logic: turns, win conditions etc)
- Cleanup overal
- Shooting logic (not connected yet)
- Wire into PoolTable
- Spawn player mountable when interacting with the table
- Spawn pool cue viewmodel
- Setup basic game detection (cue ball, eight ball etc)
- Add a spline around the table
- Interacting sends request to mount at closest part of the spline (to the player)
- Better world spline inspector
- Methods to find closest point on a spline to a world position
Dont network ball rotation - its just calculated on the client from velocity information
Add drag to the pool ball velocity
Only run physics updates if any of the balls have velocity
- Add walls to the pool physics simulation
- Shared client+server physics tick rate (for now)
- 15 ball triangle rack setup
- Cue ball setup
- Properly map ian physics engine -> world space
- Setup pool table deploy prefab
- Further tweaks/cleanup to .deployed
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
train_cinematic_improvements -> main
Bunch of commands to control locomotives with console commands
Add train control to the timeline
network_profiler_improvements_3 -> main
- Temp fix the electric furnace skin rendering in twitch drops
- Get the workshop render to spill the beans when something doesn't work
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
main -> twitchdropsrenderer
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
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Add pocket support (which deletes the ball on contact)
Ball collision detection (against other bodies that arent walls)
Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
- Add entity name and create/update distinction to Entities inbound profiling
- Add packet profiling to GlobalNetworkHandler
- Improve network profiler coverage for entity packets
When sprinkling in local servers ensure they're under like 150km rather than < 1000km
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Fix deployable snapping not working properly in some cases
Client now sends over its setup and server validates (just like regular placement)
Attempt to solve a weird issue where the country chosing canvas is invisible in build.
I reckon it's something to do with flex layout and having child absolute elements but I cant be certain
Ensure mask update group is provided