branchsbox-tabletennis-vr/mastercancel
165 Commits over 426 Days - 0.02cph!
The game will end properly at 11 points. There's a few seconds between each point now too.
First draft at VR anchor editing. This is additive of any native playspace config you may have.
https://files.facepunch.com/devultj/1b1311b1/sbox_3ErsfgO5pd.mp4
Fixed client prefs error, added button styling, defaulted paddle angle to 90
Paddle Hand is visible - can turn it off in client prefs.
Cleaned up game loop, cleaned up serve decisionmaking
Hacky hack for preventing the paddle sound playing twice locally
Initialize anchor to prevent runtime errors
Add VrAnchor, started work on client anchor preferences.
Refactored paddle hit to include hit position, should fix sounds from non-local paddle impacts
Send a hint to the serving player if they fail to serve properly
Fix realm for returning the ball on a failed serve
Re-enable giving serving ball in game loop
Calculate drag properly, remember that we use kg/in³ and in/s² - fuck knows how what I was doing before worked in the slightest, this feels much better
Bounce a bit higher
Only use this paddle sound, it's cooler
Default Paddle Angle to 0
Client prefs will update paddle angle successfully
Fixed error on load with hand materials, fixed up hold position on right-handed serve
Remove UnitAttribute, renamed Flip Hands to Left-Handed, add MinMax and Step to PaddleAngle
Cleaned up hand switching, add save button to prefs
Remove hacky velocity code, set up ball velocity and angular velocity from hands
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
Keep cleaning / refactoring, keep game logic seperated from everything else, isolate RPCs for future lag comp
Tidy up, remove any concept of serverside balls, isolate all physics logic to its own class
More sync fixes, got a better idea though
Adjust networking even more, this is very playable now, but I think I can still do better
Don't bounce on carpet, scale bounce sound w/ velocity
Client decides when it wants to take control, various other desync fixes
Haptic feedback when hitting ball
Make the ball completely clientside with a backing server entity for sync, make all of serving clientside too
Add tt_togglespectator cmd
Remove debug BallSpawnThrowResponse
Quick hack to update client values to server values when authority changes to you
Pack our ball velocity into the usercmd as well so the server/other client can take it over
Properly fixed up paddle hit / ball bounce reporting
Fixed SinceLastHit never being set on the server
Fix nametag rotation in VR
Server and other clients know about ball bounces and paddle hits
Delete active pawn if we're becoming a spectator
Upped maxplayers
Wrap debug code around DebugBallPhysics
Cleanup, decreased spectator fly speed
Add SpectatorPawn, SpectatorCamera, assign player as spectator if teams are full.
Alternating client authoritative networking
* Implement an alternating client authoritative model - whichever clients side of the table the ball is on gets complete authority over the ball position and velocity.
* Physics are simulated entirely on the current authoritative client now. Pack the ball position into the UserCmd and the server sets the ball entity's position so the other client can see it and takeover when authority switches.
* Substep the physics at fixed(ish) 0.005ms steps within FrameSimulate's delta time, each step moves the ball and checks against the paddle sweep. This may be unconventional but it gives us a perfect result and never misses.
* Fix paddle collision sometimes sending the ball backwards because of a negative velocity length, added an abs.
Parse HMD rotation and show it on the head model
Increase drop ball threshold for grip
BallPhysics in server tick temporarily
Upped decibels on most of the sounds
Cleanup, fixed inverted finger presets, knuckles users rejoice