256,582 Commits over 4,018 Days - 2.66cph!
Readded zombie attack facial expressions
Better handling of reload/lower_weapon states
Support hand switching for the paddle
Send client prefs update when a value changes
Add ray helper for client preferences window, minor fixes.
Implement IHoldable, VrPlayerHand, very much a WIP
Simplify InGrip, InTrigger - simulate input to drop held entity if we can.
Delete FocusWorldPanel, it's unused
Set up client preferences system
Clients save the data as a cookie. When the game starts up the client informs the server of their preferences. Ideally this'll be good for flipping the paddle hand, changing the paddle angle and adjusting the VR anchor.
Work on ClientPreferencesWidget
Set up WorldInput ray
Gut out the ServeHand so stuff still compiles
Set up PaddleHand, ServeHand to use VrPlayerHand
Fixed up paddle ownership
Kill off IHoldable, removed more useless code
Fixed serve hand anim
Toggle ClientPreferences widget with joystick press
Hand rewrite, client prefs
Toggle ClientPreferences widget with joystick press
Fixed pieces spawning with cooldown already
fixed cooldown being reset by ball
Added Entity:SetSurroundingBounds( vec, vec )
Added Entity:SetSurroundingBoundsType( BOUNDS_ )
Added vec, vec = Entity:GetSurroundingBounds()
Improved player timer effect
Set up PaddleHand, ServeHand to use VrPlayerHand
Fixed up paddle ownership
Kill off IHoldable, removed more useless code
Hammer placeable entity to block areas off from pathfinding
Fix NWVars not updating on mismatched server/client versions due to additon of new user messages
Scale fire down even more, disable base on undead tower, spawnable towers for other races, allow chooisng which tower to spawn on the hud
Implement IHoldable, VrPlayerHand, very much a WIP
Simplify InGrip, InTrigger - simulate input to drop held entity if we can.
Delete FocusWorldPanel, it's unused
Set up client preferences system
Clients save the data as a cookie. When the game starts up the client informs the server of their preferences. Ideally this'll be good for flipping the paddle hand, changing the paddle angle and adjusting the VR anchor.
Work on ClientPreferencesWidget
Set up WorldInput ray
Gut out the ServeHand so stuff still compiles
Gut out the ServeHand so stuff still compiles
Work on ClientPreferencesWidget
Treasure spawn tweak
Treasure pickup anim
Got rid of some debug logging
fixing a few bugs with power line effect on opponents
Keep cleaning / refactoring, keep game logic seperated from everything else, isolate RPCs for future lag comp
set dressing and polish around cave_procedural_entrance_c
Fix shaders not being able to compile
Set up client preferences system
Clients save the data as a cookie. When the game starts up the client informs the server of their preferences. Ideally this'll be good for flipping the paddle hand, changing the paddle angle and adjusting the VR anchor.
Tidy up, remove any concept of serverside balls, isolate all physics logic to its own class
pieces array is now IList so it's networked
debug overlay on opponent's selected piece
display opponents aim line (finally!)
Delete FocusWorldPanel, it's unused
Simplify InGrip, InTrigger - simulate input to drop held entity if we can.
Camera tweaks
Per-map ranking
Score diff colour
Notify final score
Spawn rate tweak
Enemies start with a random rotation
apple-tree
bush-fruit-1
bush-fruit-2
networked score
scoreboard UI hooked up, names + score working now
Fixed air movement regression
Level size randomization
Use noclip anim for ghosts
Ghosts float above the level
Cleaner entity deletion logic between levels
Avoid enemies being stuck together
Added fire and animated lights to the light barrels
Fix not being able to open a note more than once, don't allow movement while a note is open
Improve note display
New newspaper, better game over screen
Fix nav error in sewers, final-ish map update
Items can be dropped to world
Show labels for items on floor
Click item's label to pick it up