147 Commits over 91 Days - 0.07cph!
Strip out unused rule voting system
Revert "Update vector usages"
This reverts commit 574545247ea82c3e9838f84e16d6a068d1bc0c96.
Updated pool to work with the latest core changes
Hide the Win Summary when the stats round is over
Fixed Win Summary Elo Calculations
Added skeleton Win Summary
Started working on a rule voting system ( WIP, looks ugly )
Show black ball in top when player is on the black, only play FF sound once per game because it is repetitive, hitting another ball after black won't foul if you're on the black
You don't get a 2nd shot if you foul first
Added an experimenting fast forward system to stop it taking so long for a turn to end - this might be annoying
Include the white ball when determining gasp
Some refactoring, added some sound effects, made the game speed up 3 seconds after taking a shot, added ticking clock sound for turn, and in some occasions the camera will zoom and the crowd will GASP if a ball might go in after a while
Everything goes red if you might hit the wrong ball
Fixed Authority error when moving white ball before Owner is properly replicated
Updated surface property of pool.ball to have reduced bounce threshold (woop) and load/save rating JSON
Fixed pot history not updating (this is only a temporary measure)
Added basic ELO ranking display support (saving to JSON is disabled for now)
Move common logic for whether owner is in play to a separate method
Fixed server accepting input from everyone
Removed "controllers" and the Cue handles its own fate now, properly predicted with Simulate and client effects (shot power line etc) updated in Tick for each client
Predict white ball placement as well and set owner directly to the pawn now that works
Let's try and make the cue predicted again for the player taking a turn
Merge branch 'main' of sbox-pool into main
Update NetworkList for Pool
Pool is a functional game again after Pain Day, fixed a bug where potting the white after the black would still result in a win
Use a single tick for both remote and local client this helps reduce the lerping effect of the cue
more color tweak/ changed env map placement
tweak red ball color to make it easier to differentiate from the orange
Just have a single cue, there is no need to have one cue per player
Apply force directly to the white ball instead of at the cue tip position and added a ghost white ball to show what it will hit along its path
Don't show the started turn message on a second shot and cause balls to stop completely when the turn ends
Merge branch 'main' of sbox-pool into main
styling for active player and toast bug fix
Fixed a bug where if a ball had no LastStriker for some reason it'd throw an NRE
Finally nailed down why the cue for the non-host opponent was playing up and fixed foul when potting both balls on first claim
Doubled FOV and reduced max cue pitch by half