194,188 Commits over 4,079 Days - 1.98cph!
Use an RPC instead of a signal call to cancel a gesture
Various cleanup
Removed input swallowing when exiting gestures, no longer needed
Merge from gib_cache (gibbing performance improvements)
Vertical offset on emitter
Add missing ViewmodelRenderer component to cards VM
Use gib local scale as the base for scale value instead of assuming it's scale is 1 (fixes some gibs with incorrectly scaled pieces)
L/R directional bird emitter
Merge from dbl_shotgun_zfighting
Basic hack to get the card-holding view model to show up for the local player. Will redo this properly later
Reworked the flipbook so that the bird doesn't jerk back and forth
Server browser will now display a "tag" when server is running a version different to client's
Added total server count readout to the server browser
Get rid of server's steamid64 from Lua as it serves no purpose now (valid GSLT is still required and checked for)
Fixed server name being misaligned vertically due to the icons on the left
Fixed version text in main menu linking to the wrong gmod repo when clicked on while on a beta branch
Added extra space for map names in server list for screens that can fit it
Terrain update for my test map
Playing cards viewmodel setup - 1st pass
Anims
Animator
Prefab
Added Matt's card model & textures
Made a material & assigned textures
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Improved shore ice spawn settings
Reduced density of floating ice sheets
Made shore ice spawn before small arctic rock formations
Increased viewing distance of shore ice
Removed obsolete shore ice prefabs
Renamed animal folders, deleted TestAnimal prefab.
Renamed animal AI classes/files/designs.
Added a ref to BaseNavigator in BaseAIBrain and removed all individual state get/caching of BaseNavigator.
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Bunch of clean up/refactoring/optimizing
solo sub intial setup,
mesh and lods and 95% of the collision.
Enabling incremental GC on macOS as a test (checking if 2019.4.22 fixed it)
Fixed junkpile_a sedan baked LOD color being incorrect
Fixed desire trails coming too close to swamp_c revealing the water plane
some misc fixes at trainyard
improved caves terrain anchors, improved the cover over cave terrain holes
removed unfinished lighting work from cave_sewers_hard
disabled batching on junkyard mounds as it seems to break vertex alpha, impact should be low
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Fixed "no IPV6 support" when connecting using localhost
Improved roadside wrecks LODs accuracy some more
Arid cliffs LOD3 terrain mask polish - cliffs hold up better visually and transition is less visible
made van_e LOD4 and LOD5 display where the holes in the vehicle are to prevent camping inside
further improved new sewer blocks to cope with terrain by filling in the space
Add a chance for the random move option to sometimes fold if the hand isn't good
Fixed AI's raising too much
Fixed some cases where looping gestures would end prematurely
Revert belt change (was no longer needed)
Fixed some test window issues
Various rules updates and fixes
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.
Flesh out support for multiple player pot splitting
Fix incorrect payout calculation
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