12,474 Commits over 2,131 Days - 0.24cph!
Potential ProcessGestureStart NRE fix
Removed support for playing the legacy gestures via the gesture convar command
Fix text sizing issue on slots UI panel
Potential EndGestureShared NRE fix
Fixed cards mesh being visible underneath card table seats
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Revert accidental ProjectSettings change
Gesture convar command now works with new gestures, will attempt to use a new gesture and if that fails will fall back to the old gesture system
Merge from misc_server_opt
S2P bandit town
Simplify payout board shader tweaks to match new room lighting
Fixed being able to open gesture menu while dead or sleeping
Make sure we have a mounted player before messing with the animator
Randomise playback time on card table sitting pose when switching (stops synced up idle fidgets)
Remove some payout options that are no longer used
Reorder slot machine payouts
Fixed card table seated idle not animating
Disable forced hiding of blood in some regions
Exposed blood settings in the options menu (under gameplay section)
Potential OnDisable NRE fix
Fix gestures ending slightly too early if an entity is being held
Added basic support for the RandomParameter state machine behaviour to not repeat numbers
Enabled the above on the playing cards fidget and fixed it never picking the 4th animation
Reworked blood hiding, use subclasses to prevent invokes on recycle classes
Add an editor warning if a gesture is marked as looping and not cancellable
Fix compatibility with old gesture binds
Fix third person cards showing if player is in first person
Show 3rd person card models
Fix chat window in poker UI not respecting show chat option
Fixed non bypassed keybinds still working while in poker UI
Added BloodEffect component flesh entry/exit decals
Exposed the gesture signal delay and tweaked it to line up the first and third person animations correctly
Disable dance, unsaved clap changes
Fixed some places still using old ID's
Clean up some invokes
Remove old system to hide lights and particles, just move world model a long way away instead of scaling it