branchrust_reboot/main/game_room_dlccancel
96 Commits over 122 Days - 0.03cph!
Further lower the pooltable
- Add mouse instructions to the ui
- Minor ui changes
Fix pool balls not rolling when they get slow enough
Stop dismounting from the pooltable ending up killing you
pool: Resetting the game now takes a few seconds rather than instantly being able to do it
Fix darts game board breaking aux1 builds
Pooltable:
- Fully swap pooltable 3p animations to an animation subsystem
- Dont use leg animators anymore
- Rip out player animation test code
- When destroying an animation subsystem ensure the system is disabled
- Fix floating deployable
Pool table aiming logic is now client controlled - this gets around any latency.
Server will validate proposed changes.
game_room_dlc/pool -> game_room_dlc
3p pool cue sticks to hand bone
- More consistent sync behaviour
- Fix for toasts not showing on ball potting
- Fix issues with pooling pooltables screwing up state (pardon the pun)
Show pool power bar on the ui
New, decently cleaned up test pool ui
Dart and Pool CLIENT/SERVER compile fixes
Fixed pooltable NRE'ing on spawn
Second set of cherrypicks
First set of cherry picks from game_room_dlc old because of plastics 'issues' up to
151245
game_room_dlc_pool -> game_room_dlc
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) 🤓
pooltable_and_dartboard_models -> game_room_dlc
Created a small physics engine for Pool
- Uses ball and line intersection
- Cheap
- Data based structure so we can thread it/run on native
Still lots to implement. Working proof of concept