6,213 Commits over 1,004 Days - 0.26cph!
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
add a show tooltips convar and set it to default
Fix striped balls having weird shades
Add new power bar
Add Cue ball that gets enabled for the player whos turn it is
rename_test_warning -> main
Show an minor inspector warning if an item has been renamed recently
Use the demo compatability backend to show an inspector warning if an item is listed as inside the compat manifest
This means the warning of possible incompatability will stay for the whole retention period
demo_compat_fix_2 -> main
HasAsset now checks for the asset scene prefabs first and if not then checks the scene prefabs, then falling back to regular bundles.
Should handle demo compat not correctly finding loaded prefabs.
game_room_dlc -> new_pool_ui
Add some better tooltips depending on what you pot
Pool ui:
- Fixed tooltips showing incorrect colour depending on if it was a successful or unsuccessful shot
- Always show your side to the left
- Various fixes
- Add two avatar icons: 1 for each player
Poolball Shadows, highlights, stripes etc
Ensure proper animation events are synced up - allowing the arrow head to show at the same time as the arrow itself
game_room_dlc -> new_pool_ui
If Prediction=true then allow syncvars to be modified on the client, otherwise throw an error. Catches some possible issues with DeepSeaIslandMapMarker
syncvar_ornateframe_initialiser_fix -> main
Revert ornate frame back to how it was before - should fix issues with text color not working properly in build
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
WIP: new avatar masks
new top bar
game_room_dlc -> new_pool_ui
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