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6,002 Commits over 974 Days - 0.26cph!

21 Days Ago
Ensure mountable is killed (again)
22 Days Ago
Codegen
22 Days Ago
- Swap vine swinging mount pose to standing - Fix offset y rotation - Increase drag to a more realistic level - Fix pooltable mountable not removing itself when dismounting
22 Days Ago
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
22 Days Ago
- Setup v_spear anims/avatar - Fix inside terrain violation when jumpin on mountable - Viewmodel was set to wrong prefab - Viewmodel skeleton fix - Add viewmodel renderers to skinned mesh renderers
22 Days Ago
Fix pool cue viewmodel not spawning
22 Days Ago
- Manifest - Force mount the pool table mountable on use
22 Days Ago
Remove remaining game logic from pool table
22 Days Ago
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
22 Days Ago
Id and NRE fixes
22 Days Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
23 Days Ago
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
23 Days Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
23 Days Ago
Better bounds
23 Days Ago
Codegen
23 Days Ago
Dont network ball rotation - its just calculated on the client from velocity information
23 Days Ago
Added ball rolling
23 Days Ago
missed file
23 Days Ago
Add drag to the pool ball velocity
23 Days Ago
Only run physics updates if any of the balls have velocity
23 Days Ago
Hide ball when pocketed
24 Days Ago
- Add walls to the pool physics simulation
24 Days Ago
- Shared client+server physics tick rate (for now) - 15 ball triangle rack setup - Cue ball setup - Properly map ian physics engine -> world space
24 Days Ago
Fix busted deploy volume
24 Days Ago
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
24 Days Ago
Pool table linking: - Client + server run physics - Server sends snapshots to the client (position, rotation, velocity) - Client updates running simulation to match the sent server update - Run it through save/load right now
24 Days Ago
train_cinematic_improvements -> main
24 Days Ago
Bunch of commands to control locomotives with console commands
24 Days Ago
Add train control to the timeline
24 Days Ago
main -> game_room_dlc
24 Days Ago
Pool table deployable
25 Days Ago
network_profiler_improvements_3 -> main
28 Days Ago
- Temp fix the electric furnace skin rendering in twitch drops - Get the workshop render to spill the beans when something doesn't work
28 Days Ago
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
28 Days Ago
Revert previous changes
28 Days Ago
main -> twitchdropsrenderer
28 Days Ago
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
28 Days Ago
up and down fixes
28 Days Ago
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28 Days Ago
Add pocket support (which deletes the ball on contact)
29 Days Ago
Ball collision detection (against other bodies that arent walls) Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
29 Days Ago
main -> game_room_dlc
29 Days Ago
- Add entity name and create/update distinction to Entities inbound profiling - Add packet profiling to GlobalNetworkHandler - Improve network profiler coverage for entity packets
29 Days Ago
When sprinkling in local servers ensure they're under like 150km rather than < 1000km
29 Days Ago
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29 Days Ago
Fix deployable snapping not working properly in some cases Client now sends over its setup and server validates (just like regular placement)
29 Days Ago
Final fixes
29 Days Ago
More WIP changes
30 Days Ago
Another attempt at a fix
30 Days Ago
Attempt to solve a weird issue where the country chosing canvas is invisible in build. I reckon it's something to do with flex layout and having child absolute elements but I cant be certain