6,155 Commits over 1,004 Days - 0.26cph!
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
Stop pool mountable dragging you along with the cue ball once you shoot
Actually put the 8 ball in the middle like real pool
Cleaner game in progress/leave game logic - makes everything clearer
Start Singleplayer & Start Multiplayer pool game options
- More complex setup for mp game, joining/leaving etc
syncvar_initialiser_support
Fix a few NREs called by the new initialiser support
Syncvars now correctly identifiy and apply initialisers properly
obfuscation_analyzer -> main
main -> obfuscation_analyser
Swap out Source Generator analyser for Code Analyzer version
Fix dodgy prevent building area
Cant place pool table in terrain anymore, has to be on a construction
Add decay to the pooltable
Destroy pool table when ground is missing
Remove old pooltable models (will prevent read/write nre)
Multiple fixes to ensure Pooltable will run at low FPS:
- Allow table itself to run its own substeps on top of ian physics engine. This will allow the table to be able to catch up even when ran at very low FPS (MaxCatchUpTicks)
- Just use the client determinisim rather than snapping mid shot - should prevent balls teleporting around
- Use doubles rather than floats in some places
- Players currently registered to play can clean the existing pool table match
- Players with building priv can clear the existing pool table match
- Anyone can clear the match provided there has been no shots taken for 3 minutes (convar'd)
game_room_dlc -> main (missed files)
Revert PlayerAnimation controller - merge issues
demo_compat_crc_fix -> main
Stop Demo CRC being ignored in Editor
Ensure pool ui closes in demos (when not in first person)
Add extra dismount points so the table wont kill you in some cases (should all the dismounts be blocked)
Stop pool dismounts making you fly
Stop players feet clipping into the ground whilst playing pool
Fix pooltable collider NRE