38 Commits over 244 Days - 0.01cph!
Set Orphaned Mode on the Cue to Host
Do the same for other runtime spawned network objects
Turn shadows off on cue for now. Cue forward interp increase based on shot power
Fix yeeting white ball into pocket
Await frame - reimplement animate into pocket
Various collision fixes
Check if Rigidbody is valid here to prevent error during end turn
Fix stylesheet issues. Set / broadcast RPCs for physics properly
Temp disable anything that may be desynchronizing physics values
Create lobby on load, make RenderAlpha sync - don't use INetworkSerializable anymore
Unobsolete obsolete code
Fix crash on start / gave myself more work todo
Fix null reference when ball physics body is null
Fix crash on AnimateIntoPocket / Fix ballhistory duplication
Merge pull request #1 from Louis-Ladd/main
Fix current crashes and networking issues
Some work on updating Pool for newer networking stuff
Trick to only play sound to local player
Some cleanup. Additional IsHost checks in some places / asserts. Fixed BallType not being assigned properly when potting first ball. Ball render alpha is networked / serialized.
Set startup scene. Fixed NRE in PlayerDisplay. Can use [Authority] for PoolBall.TryMoveTo now
Send actual connection id instead of checking steam id as fixes local testing
Fix white ball placement, disable cue renderer when appropriate to hide it
Fix toasts not showing up
Make some vars private
Cleanup
Update player's BallType in INetworkSerializable.Read/Write
Move white ball move logic
Started porting over UI. Start implementing game logic for turns and potting logic. Try to network as much as possible right now - some hacky bits in the mean time.
Add PoolPlayer, BallPocket, add pocket triggers to table
When two players have joined it'll spawn balls (networked), cue (networked), and assign cue to first player for now.
Fix shot strength fps variable
Set substeps, adjust damping, enforce ball z velocity - try to lock balls to axis, collision start event for sounds later
Add GameManager. Update physics props of ball / table. Set some sort of sensible angular and linear damping of balls for now
Add PoolCue component - do basic logic for cue shot
Make 'em a bit translucent
PoolBallSpawn uses Gizmo to render in editor - add hitbox, set material group etc.
Add pool ball spawn component - ball prefab... setup (roughly) spawns in scene, bring over old enums
Random force component test + add rigidbody to the model collider objects
Make a really thin box collider for the middle felt
Setup camera and colliders (this may not work off the bat)
Remove old lounge_v2
Add pool_lounge reference map
Add pool.scene and start assembling the table
Assembled table mostly except felt marking (white ball line), regular ball area
Initial commit - import materials, models, map, sounds and ui textures