123,883 Commits over 4,079 Days - 1.27cph!
Refactored a bunch of design start/stop to a central place. Brain now remains clientside, updated prefab realm/removes.
Disable server side gameobject enabling/disabling every frame on hot air balloons
Floating junkpiles no longer run buoyancy if no players are nearby
Less arm twisting on IK position
Remove any lingering scrap in the pot when loading a save
You now need to hold space down for a second to dismount the card table while in game
Fix up the card send/rec RPC
Final(?) card material update. Looking good in all lighting situations now.
Change card material again
Added a notification when a player leaves the game
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Fixed another leaving game edge case
Improved the look of the world space cards UI. The UI component is now affected by light sources, reds don't look so bright
Fixed some more edge cases where players leaving mid-game weren't being handled
Make the playing card material slightly emissive, useful for playing in relatively dark interiors
Removed CurrentBet from card game saved data (we get that from player data now)
Fix NRE when player leaves game when only 2 players are left and it's the leaving players turn
Adjusted card UI to only need one canvas
Better blending for the world-space cards
Add card deck with transparent backgrounds
Removed non-spawning roadsigns from the autospawn folder
Refactored a bunch of start/stop AI design functionality. Server now tracks the designing entity too, clears it on disconnect.
Further ice sheet improvements
large warehouse shadow proxy tweaks
even better powerplant road connection
one more roadside junkpile fix
More restrictive placement for the roadside car wrecks (this doesn't fix spawning on top of each other)
moved all tunnel entrances within monuments to be in the correct range for vertical movement
SoloSub update
updated mesh and lods - separated windows for their own transparent material
resized textures
added gibs and completed collision meshes
small warehouse shadow proxy tweaks
various roadside junkpiles fixes
Removed some debug logging from AiLocationSpawner
fixed gap in sewers_shrink block mesh
fixes for junkyard portacabins, outbuilding draw distance
Moved the CH47 patrol logic out of base patrol state.
Fixed card bone attachment. Cards now move correctly with the hands
detail colliders for the satellite dish stairs
eliminated the bug dance with terrain by flattening it all the way, heightmap really isnt precise enough to cope, boosted the draw distance of the sewer blocks as a result
removed the mirror like bit on the optical part of the dish
fixed the road floating (see line 2)
Fixed satdish sewer entrance doors and door segment culling too soon
fixed chainlink fences and brick walls distances being fucked from previous batch editing
fixed static workcart ladders
better road connections into powerplant
fixed dredge_body prefab shadowproxy being visible
reduced wind intensity on groundplants material
Minor edit to use IsValid
Code review fixes
Remove generator implementation of GetEnumerator in BufferList and ListHashSet (returns boxed enumerator struct instead)