branchrust_reboot/main/game_room_dlccancel
128 Commits over 153 Days - 0.03cph!
pool_tweaks -> game_room_dlc
pool_tweaks -> game_room_dlc
pool:
- fix player appearing away from the table
- possible fix for pool cue mats appearing white in build
Add correct pool racking for Shadowfrax
Revert to the old animations for just now (to get around the freaky hit animation)
Add deploy animation when first getting on the pooltable
- Move standard walking distance from the table to be 25% closer
- Use a different pool cue materials for each player
- Fix walking distance not working properly
Fix pool cue placement again
Ensure cue follows hand prop position + rotation given in animations
Make the balls drop into the pockets rather than instantly teleporting
Fixed laggy left/right movement in the pool mountable
Fix having to re-rack a pool table to make the balls reappear
Keep the dialog window open right up until you dismount
Stop left/right doing anything whilst frozen on the table
Potted pool balls fall into the basket under the table and can be physically seen
(resues the models used for normal game time)
new_pool_ui -> game_room_dlc
A new player cannot mount while any existing pool-table mountable remains occupied
Pool cue stroke movement now ignores input.vehicle_flipy
In a gamer over state allow anyone to reset the pool game
Pool: dismount players mounted on the table if they start to go underwater
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
Dismount the player from the pooltable if theres no ground beneath them
pool: add more profiling everywhere
Dont stop a pool game if someone moves too far away. Just base it on the last time a shot was taken
Ensure cue ball starts on the line is should
Ensure 8 and 5 ball aren't swapped on the backend - woops
Stop the racked balls clipping into each other
Ensure pool balls are set to an identity rotation when first spawned
Remove WIP text on the pooltable
Cleanup spline movement a bit
Pooltable:
- Groundwatch fixes
- Various layer/setup fixes
- Rotation fixes
Pooltable:
- Remade all colliders as primitives
- Better deploy and prevent build volumes
Fix pooltabel groundwatch not working
Pool:
- Add test sounds when hitting cue
- Add test sounds when pool balls hit each other
pool:
- sound effect on mounting
New pool controls that more closesly resemble real pool
- Hold Left Click to be able to adjust power
- Pull Back / Push Forward will adjust power
- Quickly pushing forward will actually hit the ball
pool:
Ensure we cant move after hitting the ball
Swap sub system to be a child animator sub system - allowing us to create a 1d blend tree to clean up the movement
- play confetti effect on win
Fix hit animation not working
Pooltable:
Show 'turn processing' if the balls are still moving. Have reset game as a second option
Dont show reset game if players are mounted to the pool table
Pool: fix the cue not sitting properly in 3p (right hand) (again)
Fix cue not staying in our right hand
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
Better subsystem blending values
- Play a viewmodel hit animation
- After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot