5,891 Commits over 943 Days - 0.26cph!
- Add a spline around the table
- Interacting sends request to mount at closest part of the spline (to the player)
- Better world spline inspector
- Methods to find closest point on a spline to a world position
Dont network ball rotation - its just calculated on the client from velocity information
Add drag to the pool ball velocity
Only run physics updates if any of the balls have velocity
- Add walls to the pool physics simulation
- Shared client+server physics tick rate (for now)
- 15 ball triangle rack setup
- Cue ball setup
- Properly map ian physics engine -> world space
- Setup pool table deploy prefab
- Further tweaks/cleanup to .deployed
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
train_cinematic_improvements -> main
Bunch of commands to control locomotives with console commands
Add train control to the timeline
network_profiler_improvements_3 -> main
- Temp fix the electric furnace skin rendering in twitch drops
- Get the workshop render to spill the beans when something doesn't work
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
main -> twitchdropsrenderer
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
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Add pocket support (which deletes the ball on contact)
Ball collision detection (against other bodies that arent walls)
Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
- Add entity name and create/update distinction to Entities inbound profiling
- Add packet profiling to GlobalNetworkHandler
- Improve network profiler coverage for entity packets
When sprinkling in local servers ensure they're under like 150km rather than < 1000km
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Fix deployable snapping not working properly in some cases
Client now sends over its setup and server validates (just like regular placement)
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
Ensure mask update group is provided
Ensure support for weapon attachments and plant genetics throughout the new vending machine sell pipeline
Fix hidden items showing up in the vending machine search
empty_country_fix -> main
Fix countries not being shown in the drop down country selection window
Fix shop name input being at a weird position when opening the dialog window
Ensure 'remove all' popup closes if you disconenct
Support UI popup with empty string titles
Fix dodgy shadow on apply, modify and discard buttons
Fix broken open transition