194,191 Commits over 4,079 Days - 1.98cph!
Flesh out support for multiple player pot splitting
Fix incorrect payout calculation
▉▉█▅▌ ▌▄▋▌ ▄▉▌▊▇▊▊ ▄▋▆▅█▊▌▄▋ █▋▊▋▄ ▅█▉ ▇▅▇▇▋▇▋▍ ▆▅▊█▄▋▋▊▇ ▄▌▊▊ ▌▌▊▇▇█▅ ▇▄ ▌▍▄ ▇▆▆▇▆▆▇ ▉▅▆▉
Winner sorting changes like in
59689
Added the "Problems" tab to the Problems menu, it displays common configuration and other problems with a button to fix it where applicable.
Simplify the winner sorting
"Something is creating script errors" now directs users to the Problems panel, not the console
Localization support for Problems panel
If there are any actual problems in the Problems menu, the main menu button will display a number of problems, with different colors based on severity
Fixed a bug with VPK file searching that would result in garbage data in file.Find
Reworked Satellite dish terrain blend map, heightmap
Fixed the puzzle spawning loot incorrectly
Using alpha carve objects instead of alpha map to make holes in terrain as they seem to be more reliable
Various other fixes related
Buoyancy implements IServerComponent. Adjusted ragdoll prefab.
▍▍▆ ▊▅▄█ ▋▊█ ▇▉▋▌██▄/▊▉▄▄▆▉
Score down any roam point that we are very close to.
Distance based scoring changes.
Roam point reservation improvements.
Oilrig scientist roam idle intervals reduced.
Cover point reservation changes.
Harshly score down, instead of excluding, used cover points.
updated meta settings on player gesture anims
Made trees in monuments harvestable
Tweaked Junkyard to improve its spawn chances
Reduced density of large rock formations
fixed incorrect LOD distances set from editing multiple prefabs through RendererLOD on chainlink fences
Temperate cliffs LOD3 terrain mask polish - cliffs hold up better visually and transition is less visible
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.
Client/server compile fix
Briefly block input to the current held entity when cancelling a gesture
Weapon impact & explosion stuff WIP
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
Make ClientSignOnStateChanged first argument be the local player's userID on client like expected
Stopped arctic grass from spawning on shore ice and ice lakes
Simplified ice sheets and removed floating decals
Tweaked ice sheet materials to look the same as shore ice
Imported new rebaked textures for the baked ice sheets
Updated ice sheet meshes and colliders
Tweaked world setup prefab
Cover point reservation improvements.
Added AIPoint memory bank.
Changed SignOnStateChanged hook to ClientSignOnStateChanged (first argument is nil)
Added ProjectedTexture.SetShadowSlopeScaleDepthBias, ProjectedTexture.SetShadowDepthBias, ProjectedTexture.SetShadowFilter,ProjectedTexture.SetTargetEntity
Added tunable BestRoamPointMaxDistance
Fix PersistentPlayer so it pools and is cached (used for blueprints)
Fixed render.SupportsHDR always returning false
Fixed Player.GetFriendStatus never showing "blocked" status
Get rid of allocations in NetworkQueueList.Clear
Better implementation of GetEnumerator for BufferList<T> and ListHashSet<T> to get rid of enumerator allocations
Genericized List.Compare so it can take advantage of specialized enumerators instead of boxing them
cherrypicking
59621 - Unity 2019.4.22f1
Refactored responsibility for the dynamic ai point add/remove from NPCDwelling to AIInformationZone with a validation function param. Made all the add/remove point functions private to AIInformationZone. Added a function call to cache the point arrays and replaced me recent temp solution (when merging from main) with this call.