33,112 Commits over 4,109 Days - 0.34cph!
Fixed SetFloatFixed using the deltaTime parameter instead of the dampTime parameter in the dampTime field.
Reduced 'speed' and 'vehicleSteering' dampTimes since they became pretty slow - since all the parameters have been using deltaTime instead of the actual dampTime since
35700 this wasn't visible before.
This bugfix fixes the glitchy animations on players holding guns in demos, although that seems to be partly related to another bug where demos are running around 4% slow.
Removed shader debugging, saves a bit of memory :)
Merge from chainsaw_vis_fix
Merge from dof_target (debugcamera_dollyspeed convar)
When PositionLerp wipes, reset the timeOffset values. Fixes players sliding at the start of demos after jumping to a new position: The TimeOffset was using old values from the previous run until the full TimeOffsetInterval passed and all the old values got shuffled out.
Cherry-pick my modular car terrain detection work
Fixed incorrect spine processing when injured
fixed team dock reject UI highlighting
Removed accidental voice chat log
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Fixed tree billboards always (often? sometimes?) being always visible on trees that spawn within network range until going back out / in network range
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Better TreeManager (msg me when it comes to unfucking this upcoming merge conflict with HDRP backport, or just subtract this changeset)
Merge CardGames->Main. Protocol++. Adds:
- Only the winner(s) in a showdown is now forced to show their hand. Others players can choose to show.
- Local player can still see what cards they had in the left-side UI after folding.
- Winner's hand is now shown in the central UI alert.
Improved alt looking head clamps, should look better when alt looking at extreme angles while the body is twisted
Merge from hitch_improvements
Merge from alt_look_model (third person model updates when alt looking)
Disable raycasting on market terminal UI elements
Electrical counter fixes:
- Visual: Font size now scales smaller when the number doesn't fit
- Visual: Better centered the numbers
- Performance: Set the camera on the UI canvas on init, so Unity doesn't call FindObjectWithTag on it constantly. Disabled Raycast Target on a couple of UI elements.
Fix for l96 worldmodel issues.
-improved uvs on LOD0 which was causing issues.
[Editor only] Allow overriding the F9 screenshot resolution with any specified resolution
Compile fix, don't need IComparable anymore
Rewrote the whole results calculator (side pots, draws, abandoned scrap) to fix any payout bugs once and for all.
Make sure we always clear previous bet data correctly after end-of-round
Better fix for abandoned scrap calculation
Subtract fix from
60523, pending an improved fix
Clear BetThisRound and BetThisTurn immediately when a player leaves the game
Fixed incorrect payouts when both side pots (different all-in amounts) and folded players are involved
[Editor only] Fixed poker test window array error
[Editor only] Poker test window remembers different scrap values per player
[Editor only] Poker Tester window can now set a specified amount of scrap in storage for any player at the table
missing changed steam categories
Poker game inputs now reset the player idle timer on the server. Don't kick players just because they sat playing poker for thirty minutes!
Potential incorrect material gib fix
Enabled read/write on the gambling lamp since the LOD3 is used as a mesh collider. Fixes the "RuntimeNavMeshBuilder: Source mesh gambling_lamp_LOD3 is skipped..." errors on every server start.
Merge PlayerSeed fix to Main. Fixes PlayerSeed console command not handling Steam IDs correctly. Also now supports using a name instead of a seed.
Include type field in smart alarm notification data
Add targetId and targetName fields to team login and death notifications