194,192 Commits over 4,079 Days - 1.98cph!
Change card material again
Added a notification when a player leaves the game
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Fixed another leaving game edge case
Improved the look of the world space cards UI. The UI component is now affected by light sources, reds don't look so bright
Fixed some more edge cases where players leaving mid-game weren't being handled
Make the playing card material slightly emissive, useful for playing in relatively dark interiors
Removed CurrentBet from card game saved data (we get that from player data now)
Fix NRE when player leaves game when only 2 players are left and it's the leaving players turn
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
Added some nullptr safeguards to C_ServerRagdoll::TestCollision
Added sv_location convar, which is used to set a custom flag icon for the server in the server browser (a filename of materials/icons16/ without the extension)
The default server browser now uses the connection address to connect, not the query address
Adjusted the server info area to show the full server name if it is too long, and fixed player list sometimes appearing broken due to long player names
Refactored a bunch of start/stop AI design functionality. Server now tracks the designing entity too, clears it on disconnect.
Further ice sheet improvements
Added a label about where sprinkle definitions are stored
large warehouse shadow proxy tweaks
even better powerplant road connection
one more roadside junkpile fix
More restrictive placement for the roadside car wrecks (this doesn't fix spawning on top of each other)
moved all tunnel entrances within monuments to be in the correct range for vertical movement
SoloSub update
updated mesh and lods - separated windows for their own transparent material
resized textures
added gibs and completed collision meshes
small warehouse shadow proxy tweaks
various roadside junkpiles fixes
Removed some debug logging from AiLocationSpawner
fixed gap in sewers_shrink block mesh
fixes for junkyard portacabins, outbuilding draw distance
Moved the CH47 patrol logic out of base patrol state.
Fixed card bone attachment. Cards now move correctly with the hands
detail colliders for the satellite dish stairs
eliminated the bug dance with terrain by flattening it all the way, heightmap really isnt precise enough to cope, boosted the draw distance of the sewer blocks as a result
removed the mirror like bit on the optical part of the dish
fixed the road floating (see line 2)
Fixed satdish sewer entrance doors and door segment culling too soon
fixed chainlink fences and brick walls distances being fucked from previous batch editing
fixed static workcart ladders
better road connections into powerplant
fixed dredge_body prefab shadowproxy being visible
reduced wind intensity on groundplants material
Minor edit to use IsValid
Code review fixes
Remove generator implementation of GetEnumerator in BufferList and ListHashSet (returns boxed enumerator struct instead)
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
Add hand IK when using slot machine