248,883 Commits over 3,959 Days - 2.62cph!
Add OnJump event so we can respond to jumps
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
Card scaling test, keep winner across maps
edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped
tweaked emissive slightly to be less blown out
Increased deck size to 100
Separate MaxHandSize, so you can draw more than default hand size
Give a card to each player no matter who wins a half, extra card for the loser
Fixed additional jump logic when you don't have the required stats
set base emission to off on christmas lights
Missed Medieval Barricade Texture Files
Updated Medieval Barricade Textures and Materials
Updated Medieval Barricade Model to fix normal errors
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation)
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
edited clip range for metal shield attack anims and set up the wooden shield animator for melee attacks too
Don't change fire rate on new card
Merge: from main
Tests: none, trivial merge
Bugfix: avoid unlockign semaphore from the wrong thread
If it would time out during the wait period, it would release the semaphore in finally, leading to break of unique ownership promise
Clean: remove ITask inheritance from UploadPerfSnapshot
It used to be a task at the start, but not anymore
Merge from simple_upgrade
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merge ice_sculpture->main (server compile fix)
Merge from ai_wolf_iteration
Fix display info of constructor node result output
ForwardJumpPower uses normalized wish velocity so you can still jump up without being bumped forward
Removed some tilt code, fixes one-card going invisible
merge ice_sculptures->main
Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha
Manifest - restore water_treatment_plant_1, stomped in
108847
merge from store_renderer_fixes
merge from standard_shader_improvements
Leaderboard backup, run #
15821
Added "StripFromStorePreview" tag, will delete any gameobjects that are loaded in the store preview
Fixed snow machine throwing an NRE and not rendering properly
Merge from simple_upgrade
Merge from modding_prefabs
Fixed rotation for invis admin wall
Added two missing/unsaved tiled cube prefabs: brick_07 + glass_08
Possibly fix MainCamera NRE when entering/exiting game
Slightly adjust wooden shield back positions to not obscure the minicopter fuel gauge
Fixed some logic issues with the shield vm
Refactor shield handling into a static utility
Apply it to the legacy animals