userIan Hendersoncancel
branchrust_reboot/main/game_room_dlccancel

128 Commits over 153 Days - 0.03cph!

32 Days Ago
pool_tweaks -> game_room_dlc
32 Days Ago
pool_tweaks -> game_room_dlc
33 Days Ago
pool: - fix player appearing away from the table - possible fix for pool cue mats appearing white in build
33 Days Ago
main -> game_room_dlc
35 Days Ago
Add correct pool racking for Shadowfrax
35 Days Ago
Revert to the old animations for just now (to get around the freaky hit animation)
35 Days Ago
Add deploy animation when first getting on the pooltable
35 Days Ago
- 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
36 Days Ago
Fix pool cue placement again
36 Days Ago
Ensure cue follows hand prop position + rotation given in animations
36 Days Ago
Make the balls drop into the pockets rather than instantly teleporting
36 Days Ago
Fixed laggy left/right movement in the pool mountable
36 Days Ago
Fix having to re-rack a pool table to make the balls reappear
36 Days Ago
Keep the dialog window open right up until you dismount Stop left/right doing anything whilst frozen on the table
36 Days Ago
Potted pool balls fall into the basket under the table and can be physically seen (resues the models used for normal game time)
37 Days Ago
new_pool_ui -> game_room_dlc
37 Days Ago
main -> game_room_dlc
38 Days Ago
main -> game_room_dlc
38 Days Ago
A new player cannot mount while any existing pool-table mountable remains occupied
38 Days Ago
Pool cue stroke movement now ignores input.vehicle_flipy
38 Days Ago
In a gamer over state allow anyone to reset the pool game
38 Days Ago
Pool: dismount players mounted on the table if they start to go underwater
38 Days Ago
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
39 Days Ago
Dismount the player from the pooltable if theres no ground beneath them
39 Days Ago
pool: add more profiling everywhere
40 Days Ago
main -> game_room_dlc
40 Days Ago
Dont stop a pool game if someone moves too far away. Just base it on the last time a shot was taken
40 Days Ago
Ensure cue ball starts on the line is should
40 Days Ago
Ensure 8 and 5 ball aren't swapped on the backend - woops
40 Days Ago
Stop the racked balls clipping into each other
40 Days Ago
Ensure pool balls are set to an identity rotation when first spawned
40 Days Ago
Remove WIP text on the pooltable
51 Days Ago
Cleanup spline movement a bit
51 Days Ago
Pooltable: - Groundwatch fixes - Various layer/setup fixes - Rotation fixes
51 Days Ago
Pooltable: - Remade all colliders as primitives - Better deploy and prevent build volumes
51 Days Ago
Fix pooltabel groundwatch not working
51 Days Ago
Compile fixes
51 Days Ago
Pool: - Add test sounds when hitting cue - Add test sounds when pool balls hit each other
51 Days Ago
pool: - sound effect on mounting
51 Days Ago
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
51 Days Ago
pool: Ensure we cant move after hitting the ball
51 Days Ago
Swap sub system to be a child animator sub system - allowing us to create a 1d blend tree to clean up the movement
51 Days Ago
- play confetti effect on win
52 Days Ago
Fix hit animation not working
52 Days Ago
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
52 Days Ago
Pool: fix the cue not sitting properly in 3p (right hand) (again)
53 Days Ago
Fix cue not staying in our right hand
53 Days Ago
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
53 Days Ago
Better subsystem blending values
53 Days Ago
- 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