8,826 Commits over 1,735 Days - 0.21cph!
Clear the hazard flag properly at the time when we stop checking for hazards
Fix light visuals getting set twice
Fix WorkCart rear brake sparks playing on Awake
Code review: Use a tick method that only runs while a train is moving, instead of using LateUpdate
Increase the minimum threshold for train collision damage so the train definitely doesn't taking any damage when hitting barriers at low speed
Fix train brake FX not showing when travelling in reverse and throttling forward
Clean up brake and spark code on workcart, mainly so that we can use the spark FX for junction transitions as well
Change packages-lock.json com.unity.ide.rider dependency com.unity.test-framework version back to 1.1.1, and commit missing and changed meta files from the backport merge.
Make cardtable_gibs read/write enabled (fix "CollisionMeshData couldn't be created...")
Physically prevent Roadsign1, Roadsign2 etc from being added directly to scenes, and show a warning in the logs about what's happening (I tried to show a EditorUtility.DisplayDialog but had some issues). Spawnable now supports forced prevention if desired for anything else using it.
Update road signs to the correct type in Junkyard, Satellite_Dish, Military_Tunnel_1, MaterialTests.
Fixed sewer roadsign types
Fix negative roadsign scaling in sewer
- Added even smaller card images for the community cards on the table.
- Added a static dictionary of those cards to the table itself. Fixes a bug where if the player hasn't used a poker UI yet, the community cards of an in-progress poker game near them would show as blank.
Unity was taking a dumb amount of time just to assign a sprite in world space UI. In editor it was >1ms per assignment. Made large cards be 512 at max size instead of 2048 which improves the time a lot.
Merge visible poker chips -> CardGames
Improved the poker chip system
Added more chips, and max out one stack before moving to the next. Looks more realistic
Now showing real chips on the poker table, at the correct amounts
Setting up chip locations and definitions
Change magnet crane animator to physics mode
Minor layer edit to modular car chassis
Changed one of the front cylinders back to world layer, since it might conceivably bump into stuff
CylinderBase01, CylinderBase02, CylinderBase03, CylinderTop02, Collider (the small one on the arm), and CylinderTop01 changed from Vehicle World to Vehicle Detailed. The Vehicle World layer is only used for actual driving physics, so anything that's not a big chunky area of a vehicle can probably be on the Vehicle Detailed layer instead, which handles the detailed collisions from players or bullets.
Changed magnet crane fence colliders from Vehicle World to Vehicle Detailed layer
Fix magnet crane eye position body clipping
Fixed bugs with when other players at the table are shown holding cards, and when the table cards are shown
Fixed virtual/override bug
Get rid of the game controller casting hack
Clarify all "flop" card naming to "community" cards since there's flop/turn/river. Required protocol++.
Display the correct cards on the table
Some basic world-space cards on the poker table. Setting the canvas camera
Remove pokerchips_cards_combined mesh
Rename for playingcard->playingcards
Remove the generic cards-and-chips table content
Add a 300ms delay to the start of the card draw sounds, so they they play more in the middle of the card flip, and give a chance for the action sounds to be heard separately
Prevent doubled-up action sounds by clearing the last action info after Save
Don't try to make random moves (editor only) if we're in-between turns