124,052 Commits over 4,171 Days - 1.24cph!
Add balloon engine
Ability to build floors on the bottom of walls
Ability to build walls on the bottom of floors
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Fixed BiomeTexture error when opening workshop editor
merge from lumberjack_viewmode
Gingerbread man model updates
First implentation, still pretty broken
Cherry picking some changes from the current version of TMPro I'll need
timber mine xmas skin prefabs
tweaked gingerbread_floor basecolor to fit alongside gingerbread man colours better
Added "enable_player_movement" command to test it, fixed the rpc modifying the gameobject rather than the monobehaviour
#SERVER fixes & more refactoring
Removing entities works, remove old prototype code not needed / working
Merge from main -> player_movement_rpc
Merge from main -> global_networking
Fix conditional models not working due to the way prefabs were read & prefabId mismatches
Gingerbreadman model/texture updates
Gingerbread man texture import settings
Gingerbread man proper skinning pass
Gingerbread man model/textures/prefab
Fixed reflections on the lowest quality
re-skin materials
gingerbread_floor textures
Removed simplified shadow proxies from timber mine tunnels - will use corresponding LOD
Reworked timber mine model UVs to line up for the incoming xmas re-skin (candies don't like being chopped between modules)
merge from attachment_item_move
Update EntityMenu with the new cards_play token from
76333 - needed a CodeGen
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ferry terminal scene cleanup
drawbridge latest - backup
Be nice and use the dealer rule that gives the house a little less edge. Stand on a soft 17 instead of hitting.
Updated wire fence prefabs with damage triggers + movement drag
Potential HLOD changes to prevent monument geometry not rendering immediately after connecting to a game
Fixed a remaining bug in how the dealer handles soft 17
Merge Main -> MoreCabooseFixes
Fixed conflict between the card game "play" action text token and the main menu "play game" text token which is also just "play". Renamed mine to cards_play.
Minor fix for the way the dealer handles aces, now implementing the Soft 17 rule correctly
Remapped drumkit MIDI to more closely match standard MIDI conventions
Merge MoreCabooseFixes -> Main
Fixed poker table NullReferenceException when trying to play
Finally maybe an acceptable top topology for the flame mesh
D# on the drumkit is now bound to a high tom (was bound to snare which is already covered by G#)
Replaced turnstile FBXs with prefabs in the scene
Added a cowbell to the drumkit (mapped to octave up+D)
Made a MIDI mapping panel on the NoteBindings asset to more efficiently diagnose and modify MIDI mappings
Fix trumpet b3 start pitch being off by 1 semitone