106,897 Commits over 3,836 Days - 1.16cph!
Scarecrows respect ConVar.Halloween.scarecrow_throw_beancan_global_delay.
merge from horse_lootpanel_fix
Set Scarecrow family correctly so beancans resepect ConVar.Halloween.scarecrow_beancan_vs_player_dmg_modifier
Replicated original erratic scarecrow movement
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Card backings for the monitor UI
merge from scrapheli_safezone_fix
Assets & scenes dump (from backup)
Fixed combiner not deploying
Conveyors will now skip containers that have no valid items, allowing combiners to work as expected
Base media directory cleanup/purge
Very basic first pass on more interesting pipe rendering, just using a cube at the line points and using a proper cyulinder instead of a line renderer
Show the dealer's cards on the monitor. Fix server-side errors.
Card spacing code (dealer)
Small secret blackjack Halloween mode for players to discover next year
General blackjack face stuff + other UI stuff
Added some temporary icons for industrial entities
Added an events volume audio slider, affects audio from HalloweenHunt, EggHunt and XmasRefill
Don't show IO information in inventory for strobe light and fog machine
Added a toggle electrical input to the fog machine
Added a toggle electrical input for strobe lights
Fixed errors when merging
Scanlines and dirt for the blackjack monitor UI
Merge from main -> cached_server_browser
CustomEntityRenderer works with building blocks and renders in chunks of 1,000
Consolidated surface masks into one
More throwing wip.
Custom chase and attack states.
steamnagleflush true by default
Added steamnagleflush convar to enable flushing queued packets at the end of every frame (can eliminate up to 5ms of packet delay under specific circumstances)
Initial basic thrown weapon support for NPCPlayer
Re-implemented body damage reduction for scarecrows (ConVar.Halloween.scarecrow_body_dmg_modifier)
Material fixes, unsaved camera anims
Blueprints + HQ tools backup
Prevent new idles from playing while the layer weight is 0
Rework idle controller, move idle fidgets to a new layer that gets lerped in/out while the idle state is active
Bypasses some awkward transitions
Re-added missng assets. Moved lbj_cinematic rig to media directory.
A green light for the CRT
Renamed some entities
Added an electrical passthrough to the conveyor, there's probably going to be a lot of these
Visual tick rate thing that I'm probably not actually going to use. Committing this so I can go back if I regret deleting it
Merge from invoke_performance