6,187 Commits over 1,004 Days - 0.26cph!
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
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