8,731 Commits over 1,705 Days - 0.21cph!
Have the UI say to hold Space
If player's score is the same, sort by bet amount in ascending order. Should ensure that final payout is correct
Set the world cam on the playing cards canvas
Move the card UI slightly closer to the card
Raise the round winner info so it doesn't overlap world-space cards
Set up the transparent card images, use them in the UI
Fix server compile on PlayingCardsViewmodel
Update WinnerBreakdown RPC handling
Road signs now cast shadows
Replace a few remaining roadsigns of the old type on HapisIsland with the newer spawnable or static variants
Fix up the card send/rec RPC
Final(?) card material update. Looking good in all lighting situations now.
Change card material again
Improved the look of the world space cards UI. The UI component is now affected by light sources, reds don't look so bright
Make the playing card material slightly emissive, useful for playing in relatively dark interiors
Adjusted card UI to only need one canvas
Better blending for the world-space cards
Add card deck with transparent backgrounds
Removed non-spawning roadsigns from the autospawn folder
Fixed card bone attachment. Cards now move correctly with the hands
Minor edit to use IsValid
Change the placeholder cards on the viewmodel to large versions
Set playing card UI shader to match the base view model
Made a multiply shader (just a minor edit of the default UI shader) for UI sprites and applied it to the world-space cards
- Rewrote the card holding view model show/hide
- Refactored sending and handling the local player's cards
Basic hack to get the card-holding view model to show up for the local player. Will redo this properly later
Terrain update for my test map
Merge CardGames/HandleAllIn -> CardGames
- Handle all the complexities of draw results for two or more players, and/or players being all-in for different amounts, and how that affects their winnings
- Refactoring and cleaning up card games code all over the place. Protocol++
Still needs more testing.
Winner sorting changes like in
59689
Simplify the winner sorting
Removed bottles etc from the bandit camp poker tables. Due to a quirk in the interaction system and the proximity to the chip storage, the bottles ended up showing up with an Open interaction, which was a bit confusing.
Random moves don't go all-in unless they have to
Refactored how we handle the active player index. Handling conversion between relative numbers (player 1, player 2...) and the actual index values of the players in different seats. Handles cases like having only players 0, 1, 3, and 5 in a game.
Safety check on random moves
- Improve small blind/big blind getter
- Show dealer/big blind/small blind in the UI
- Currently bugged, but at least this shows up the bugs
Actually temp revert for a better fix
Fixed small blind/big blind index calculation
Some general code tidy up
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