reposbox-tabletennis-vrcancel

196 Commits over 426 Days - 0.02cph!

1 Year Ago
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.
1 Year Ago
Tidy up, remove any concept of serverside balls, isolate all physics logic to its own class
1 Year Ago
Delete FocusWorldPanel, it's unused
1 Year Ago
Simplify InGrip, InTrigger - simulate input to drop held entity if we can.
1 Year Ago
Implement IHoldable, VrPlayerHand, very much a WIP
1 Year Ago
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
1 Year Ago
Client decides when it wants to take control, various other desync fixes Haptic feedback when hitting ball
1 Year Ago
Make the ball completely clientside with a backing server entity for sync, make all of serving clientside too
1 Year Ago
Add tt_togglespectator cmd
1 Year Ago
Remove debug BallSpawnThrowResponse
1 Year Ago
Quick hack to update client values to server values when authority changes to you
1 Year Ago
Fixed DebugPhysicsTest
1 Year Ago
Pack our ball velocity into the usercmd as well so the server/other client can take it over
1 Year Ago
Properly fixed up paddle hit / ball bounce reporting
1 Year Ago
Fixed SinceLastHit never being set on the server
1 Year Ago
Sort out VR serving
1 Year Ago
Fix nametag rotation in VR Server and other clients know about ball bounces and paddle hits
1 Year Ago
Delete active pawn if we're becoming a spectator Upped maxplayers Wrap debug code around DebugBallPhysics
1 Year Ago
Cleanup, decreased spectator fly speed
1 Year Ago
Add SpectatorPawn, SpectatorCamera, assign player as spectator if teams are full.
1 Year Ago
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.
1 Year Ago
implement simple debug slowmo to make sure the angular hits are correct Implement alternating client authoritative - whoevers side of the table the ball is on gets complete control of the ball
1 Year Ago
Neater way of giving client authority over the ball Implement physics substeps on a fixed-ish time step within FrameSimulate, move the ball and try to collide with the paddle each step - this is probably quite unconventional but it gives us the perfect result and never misses
1 Year Ago
Use abs on our paddle return velocity length before multiplying by the sweep normal, stops the ball flying behind the paddle Simulate physics entirely clientside each frame, make the client authoritative packing the ball position into the usercmd. The game should decide which client is authoritative based on which side of the table the ball is on.
1 Year Ago
Parse HMD rotation and show it on the head model
1 Year Ago
Increase drop ball threshold for grip
1 Year Ago
BallPhysics in server tick temporarily
1 Year Ago
Upped decibels on most of the sounds
1 Year Ago
Cleanup, fixed inverted finger presets, knuckles users rejoice
1 Year Ago
Remove physics hack
1 Year Ago
Add tt_debug_gamestate
1 Year Ago
Programmatically assign audio reverb Serve paddle sound differs from hit responses
1 Year Ago
Update .addon metadata
1 Year Ago
Style the name tags based on team
1 Year Ago
Add name tags
1 Year Ago
Fixed who gets the score after 1 bounce
1 Year Ago
More work on solidifying game flow
1 Year Ago
Quick and nasty reset button on the VR controller
1 Year Ago
Teach the player about serving if they can't serve properly
1 Year Ago
Bunch of work on game state and game init
1 Year Ago
Split out game debugging stuff, added more debug options
1 Year Ago
Hooked up paddle hits, work on deciding who wins a round
1 Year Ago
Fixed ball trail
1 Year Ago
Add blue hand material override
1 Year Ago
Can hold the ball, and throw it
1 Year Ago
Serve the data properly instead of speculating
1 Year Ago
Add preset animations for non-knuckles users
1 Year Ago
Network finger data so you can flip off your opponent
1 Year Ago
Set GrabMode correctly, hands are now animated
1 Year Ago
Parse finger data, push it to anim parameters