13,128 Commits over 2,831 Days - 0.19cph!
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)
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)
Merge from dbl_shotgun_zfighting
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
Flesh out support for multiple player pot splitting
Fix incorrect payout calculation
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Client/server compile fix
Briefly block input to the current held entity when cancelling a gesture
Fixed a case where the game wouldn't end correctly if one player was left after a player leaves the table
Fixed players not getting kicked out if they couldn't pay the small blind
Allow gestures to continue playing while jumping (experimental)
Fixed held entity wm getting disabled too early (before gesture anim starts)
Potential push water performance improvement
Expose a scale on the vm Lower component, reduced it by 75% on gestures vm so they don't drop off-screen while sprinting
Don't allow gestures while swimming or injured
Reapply vm changes, update gesture vm to use new renderer
Fixed perspective changes not working if the player is an admin
Better movement block when in a stationary gesture
Disable any particle effects or lights on held entities when entering a gesture - re-enable them afterwards
Add gesture bind to Options menu
Add a slight delay when displaying weapons at end of gesture
Don't apply gesture rotation offset to gesture vm (only weapon vm)
WIP support for non-cancellable and third person gestures
Sort out some obvious issues with full body anims
Fix warnings on boot from non player models
Fix errors when cancelling a gesture too early
Move all viewmodel gestures to the same layer (we're not treating 1h/2h gestures any differently now)
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Standardise VM animator setup to use direct plays rather than trigger transitions