8,815 Commits over 1,735 Days - 0.21cph!
More WIP. Mostly all working correctly now.
WIP pause between turns. Splitting the EndTurn process into EndTurn and StartNextTurn. Making code not rely on EndTurn moving on immediately.
Double the animation time for card flips
- Fixed the player being left holding cards if they go all-in in a two-player game and get kicked after the result for losing all their scrap.
- Line endings fixed in CardTableSeat
Poker: If there's NOBODY else in the game at the end of a round, that always means you won (wasn't a real bug but the UI would in some cases only show the scrap as "returned" instead of "won")
Poker: Fix double-showing a result if there are no primary winners
Rename the card table next round phrase since the text content/meaning has changed
Update comment to match current behaviour
Poker:
- Correctly pay out abandoned scrap if there's only one invested player
- Removed unused param from LeaveCurrentRound
Poker - end the game as expected when one player leaves a two-player game (regression bug on Staging)
Don't make the player hold space/esc to leave the poker UI if they aren't in a game yet
Code review: Use MovePosition instead of Teleport in HandleMountedOnLoad
Adjusted seat positions on card tables, fixing the ones where the player's held cards could clip into the table contents
Fixed players dying while playing poker causing the cards they were holding to stay floating there. You know you can't play with ghost cards, bro.
Fixed SetFloatFixed using the deltaTime parameter instead of the dampTime parameter in the dampTime field.
Reduced 'speed' and 'vehicleSteering' dampTimes since they became pretty slow - since all the parameters have been using deltaTime instead of the actual dampTime since
35700 this wasn't visible before.
This bugfix fixes the glitchy animations on players holding guns in demos, although that seems to be partly related to another bug where demos are running around 4% slow.
When PositionLerp wipes, reset the timeOffset values. Fixes players sliding at the start of demos after jumping to a new position: The TimeOffset was using old values from the previous run until the full TimeOffsetInterval passed and all the old values got shuffled out.
Cherry-pick my modular car terrain detection work
Terrain handler now detects physic collider type on the "Default" layer. Refactored surface detection in the terrain handler. Add new handling to modular car physics for frictionless terrain.
Improve dismount-inside-parenting-volume fix. Keeps the previous view angle rather than resetting to zero, so it works more like a normal dismount.
Fix view angles being incorrect when dismounting inside a parenting volume. Fixes Work Cart dismount not always ending with the player facing forwards.
Started cleaning up some poker code but mostly left it as-is in the end. The current version is well tested and proven at this point, I decided not to mess with it.
Merge CardGames->Main. Protocol++. Adds:
- Only the winner(s) in a showdown is now forced to show their hand. Others players can choose to show.
- Local player can still see what cards they had in the left-side UI after folding.
- Winner's hand is now shown in the central UI alert.
If players get some scrap back (due to varied all-in amounts), show them as neutral in the UI instead of red
Fix winner score not being sent anymore
Fix LeftRoundEarly bool check
Clear local player card data properly if they leave the table
Local player stop holding cards after folding (broke with the new changes to remember the cards they had)
Increase local player folded card opacity
Don't show the icon if the local player had folded
Show an icon in the player widget so the local player can see whether they're showing their cards or not
Allow players to optionally reveal their hand
Fix potential NRE in the poker tester window
Disable raycasting on market terminal UI elements
Electrical counter fixes:
- Visual: Font size now scales smaller when the number doesn't fit
- Visual: Better centered the numbers
- Performance: Set the camera on the UI canvas on init, so Unity doesn't call FindObjectWithTag on it constantly. Disabled Raycast Target on a couple of UI elements.
[Editor only] Allow overriding the F9 screenshot resolution with any specified resolution
Cherry pick card game fixes that can be merged to Release
Compile fix, don't need IComparable anymore
Rewrote the whole results calculator (side pots, draws, abandoned scrap) to fix any payout bugs once and for all.