13,234 Commits over 2,830 Days - 0.19cph!
Functions for splits, doubling down, and insurance. Sounds.
Gameplay WIP. Dealer makes his play. Some work on end-of-round scoring.
Custom PlayersInRound() IEnumerator prevents having to check HasUserInCurrentRound all the time in card game foreach loops. Other WIP.
Merge Caboose -> Blackjack
When you shoot the locomotive bell, it goes ding
A more aesthetically pleasing dealer value display
Ignoring a workspaces.db file that a VS extension uses
Larger locker interaction collider in the camper
Stopped fixcars command still filling engine parts in destroyed vehicles
- Don't send the dealer's hidden card to the client at all until the end of the round
- Widget shows dealer's score
Players can bust (value over 21). Round can end with only one player left.
Add support for going all-in. WIP basic actions and turns.
Calculate score for player's cards and show it in the UI
CardGamePlayerWidget now has a dynamic layout. Added optional extra area, will be used to show the player's card value in Blackjack
If in editor, auto-give the player some scrap when they play a card game (similar to how vehicles get free fuel).
Allow changing dynamic bet amount with mouse wheel
Disabled vehicle collision on pumpkins
Force-quit anyone who didn't place a bet during the initial phase timer
Move table-destroy payout code to the base CardGameController
Stopped Rust complaining about not understanding the command line args that Unity is automatically adding ("licensingIpc", "hubSessionId" etc)
Reduced "Rust+ companion server connectivity", "Failed to find DungeonGridRoot", and "Failed to find DungeonBaseRoot" errors to warning level when in editor (prevent spam in game window).
Display bets correctly for Blackjack in the widget.
Lower Blackjack mount eye pos so the player doesn't feel like they're inhabiting a wacky waving inflatable tube man when they look straight down
Moved the poker-specific stuff in CardGamePlayerWidget into TexasHoldEmUI
UI action phrases for Blackjack game actions
Center Blackjack cards in the UI
Deal the rest of the initial cards, hide only the second on the dealer's cards
Show players' cards in Blackjack
Moved various objects away from the Ragdoll layer, so that we can allow actual corpse ragdolls to collide with vehicles while still having vehicles pass through small plants and bushes
Debris is generally the best alternative as it matches Ragdoll in that player collision ignores it, and player interaction detects it. The main difference is Debris ignores bullets and Ragdoll does not, so large solid objects can need a different option.
Summary of changes:
- Pumpkins, potatoes, hemp, corn, berries moved from Ragdoll to Debris.
- Generic item drop containers moved from Ragdoll to Debris.
- Various special event collectables moved from Ragdoll to Debris.
- Some vehicle storage containers moved from Ragdoll to Vehicle Detailed.
- Wood-Collectable and Halloween-Wood-Collectable moved from Ragdoll to World (unlike Ragdoll, the Debris layer ignores bullets, so large solid objects shouldn't use Debris).
- GrowableHeatSource, GrowableGenetics, and CeilingLight now look for growables on the Debris layer instead of the Ragdoll layer.
Blackjack initial card deal, saving last actions
Remove my DoPrepareAll method. This is in fact one already, not easily detectable as it works via reflection.
Merge Caboose -> Blackjack. I promise this is the last merge today.
Result of running DoPrepareAll on this branch
Fixes from running DoPrepare on everything. Why is it exclusively my stuff that needed it 😓
Cherry pick my DoPrepareAll method
Fixed my DoPrepareAll method not saving its changes - added EditorUtility.SetDirty
Added a static method to the Tools menu that runs DoPrepare on all BaseNetworkables at once