6,109 Commits over 1,004 Days - 0.25cph!
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
Added disclaimer text on the pooltable
Fix darts throwing towards the player and bricking the darts board
Revert rolling changes
Reduce stop threshold
- Clean out a bunch of overly complex equidistant test code
- Setup world spline with the correct values to ensure equdistance without a seperated method
Split pool table into client + server files to cut down on the bloat
Fix a ton of movement lag issues
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.
Prevent all melee damage to doors whilst outside the raid window.
Original intention was to allow some form of door raiding, but this can be abused too heavily
Address performance feedback: reduce the amount of times GetChangedMask() is called therefore reducing the amount of calls to MetabolismAttribute::HasChanged() and MetabolismAttribute::HasChangedGreatly()
Only advance the baseline when we report a change
Fix comfort values being stuck at certain levels, fix food not always providing hunger and hydration benefits
Fix raid window convars not persisting after restart
Try doing it in post load
Potential fix for triggerbase on trigger enter NRE.
Possible weird sequence where a call via OnPlayerEnterCombatZone -> Teleport which eventually calls ForceUpdateTriggers could result on OnTriggerExit running inside our same trigger whilst we're still inside its OnTriggerEnter
Fix NPC Shop vendors facing the wrong direction after save load
keep a dropped key around for an hour rather than 5 minutes
Don't send room network update twice
Clean up methods
Refresh blocker state constantly if inside the invisible door toggle
Fix demo comptabaility layer bricking some up to date demos - use correct asset scenes rather than file bundles for HasAsset check
Only protect owners sleeping inside their own room, outside it they die like a normal safezone sleeper
game_room_dlc -> game_room_dlc/pool
game_room_dlc/pool -> game_room_dlc