198,647 Commits over 4,140 Days - 2.00cph!
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Improved oak trunk textures
Brightened up oak and beech tree billboard materials
Darkened tundra grass
Assign the correct Sit_Workcart pose to the work cart seat. Enable headlook for the workcart. Fix headlook on/off check bug.
merge from vehicle_vendor_fixes
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Some more light fixtures texture polish
reduced hostile duration for players hit by peacekeeper turrets to 5 from 30
vehicles are now reposessed after 5 minutes instead of 2
team mates can now enter vehicles purchased in a safe zone without the vehicle owner needing to first depart
Fixed weapon effect parenting bug
Military tunnels bundle of fixes
Spent some time improving light fixtures textures and prefabs to function as intended
Remove snowball from eggs
Fixed floating hanging table lights at bandit town
Bandit town S2P
AIInformationGrid profiling and reworked array access
More profiling, bit of refactoring.
Removed support for playing the legacy gestures via the gesture convar command
Fix text sizing issue on slots UI panel
Added a ton of extra profiling
Lightposts collider was incorrectly using LOD2
Various cave issues fixes
Added a ocean culling volume to cave entrances/cenotes and harbor tunnel entrances as they spawn close to water surface
Fixed Motor tool applying torque in "world space", i.e. acting as if the prop it is attached to is never rotated
Custom AddToHeightMap object for Junkyard mounds - this will fix the remaining floating foliage there
More consistent styling for text boxes in the main menu between operating systems and beta branches
Potential EndGestureShared NRE fix
Fixed cards mesh being visible underneath card table seats
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Potential workaround for "SV_CreatePacketEntities: GetEntServerClass failed for ent 1." error message and crash when disconnecting from a listen server as a host while it is not empty
Fixed all Unreachable servers being filtered out by the default filter settings
Updated menu background video
Fixed player's previous cards that were sent through not clearing if the new load contains no cards
Topbunnies no longer hides hostile UI
Fix the first to have a turn player for two-player games
In two player games, have the dealer post the small blind. Small blind player becomes big blind.
Merge branch back to CardGames
Fix betting, make it per turn instead of per round
- Fixed up more troubles with how bets and raises are handled
- The first "raise" is just a bet. Corrected it still being called "raise"
- Cleaned up the audio switch
- Fix the raise minimums to follow the rules correctly
- Made the action UI less complicated, now only showing the amount your bet will increase
- Always send card player data for all players, less bug-prone
- Move some CardPlayerData methods to server-only
Better abandoned scrap calculation
Remove temporary debug print
If a player leaves the poker game (quits/dies), but has a higher bet than anyone still in the game due to being all-in for an amount that nobody else could afford, that leaves that portion of the pot in a nominally unclaimable state since poker rules state that a player can only claim winnings from each other player up to the value of their bet. Previously this was paid out in an awkward way that could end up with non-winners claiming the "bonus" scrap. Bonus winnings are now divided equally between the winner(s) (plural in the case of a draw result) of a round.
Fixed broken egg basket eggRenderers references UFR - broke in viewmodel_fix branch