194,226 Commits over 4,079 Days - 1.98cph!
Added a ton of extra profiling
Lightposts collider was incorrectly using LOD2
Various cave issues fixes
Added a ocean culling volume to cave entrances/cenotes and harbor tunnel entrances as they spawn close to water surface
Fixed Motor tool applying torque in "world space", i.e. acting as if the prop it is attached to is never rotated
Custom AddToHeightMap object for Junkyard mounds - this will fix the remaining floating foliage there
More consistent styling for text boxes in the main menu between operating systems and beta branches
Potential EndGestureShared NRE fix
Fixed cards mesh being visible underneath card table seats
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Potential workaround for "SV_CreatePacketEntities: GetEntServerClass failed for ent 1." error message and crash when disconnecting from a listen server as a host while it is not empty
Fixed all Unreachable servers being filtered out by the default filter settings
Updated menu background video
Fixed player's previous cards that were sent through not clearing if the new load contains no cards
Topbunnies no longer hides hostile UI
Fix the first to have a turn player for two-player games
In two player games, have the dealer post the small blind. Small blind player becomes big blind.
Merge branch back to CardGames
Fix betting, make it per turn instead of per round
- Fixed up more troubles with how bets and raises are handled
- The first "raise" is just a bet. Corrected it still being called "raise"
- Cleaned up the audio switch
- Fix the raise minimums to follow the rules correctly
- Made the action UI less complicated, now only showing the amount your bet will increase
- Always send card player data for all players, less bug-prone
- Move some CardPlayerData methods to server-only
Better abandoned scrap calculation
Remove temporary debug print
If a player leaves the poker game (quits/dies), but has a higher bet than anyone still in the game due to being all-in for an amount that nobody else could afford, that leaves that portion of the pot in a nominally unclaimable state since poker rules state that a player can only claim winnings from each other player up to the value of their bet. Previously this was paid out in an awkward way that could end up with non-winners claiming the "bonus" scrap. Bonus winnings are now divided equally between the winner(s) (plural in the case of a draw result) of a round.
Fixed broken egg basket eggRenderers references UFR - broke in viewmodel_fix branch
Fixed bunnyhat LODs and ensure JiggleBone and EzSoftbone are disabled on LODs
Fixed multiple lodgroups on RustigeEgg_E
merge from HapisIsland_2021 - Bug Fixes
Updated the easter abomination
Phrases
Network++
Added a gambling den with poker tables & a market to the Hapis Compound
Fixed the disabled mini-monuments.
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Egg vision now displays correctly
More Physmat impacts & HDRP conversions.
PFX scene backup.
refactor mugshots to only happen when player is not in combat
optimize acquaintance gathering
show unknown mugshot if waiting for mugshot
profiling
Slightly darkened tall grass in temperate
Slightly brightened willow bushes
Darkened temperate moss
faberge egg
anims, animator, worldmodel & deployed prefab updates
Scripts and flags setup for code based rotations