121,613 Commits over 4,048 Days - 1.25cph!
Merge from networkgrid_layers
More fixes for sorting not being applied after querying server for ping
Added 'clear_browser_cache' to reset the cache
Make the dungeon network group layers repeat every 100 units up so we have more than dungeon layer for more network isolation
Sort servers when ping is updated & set logging as editor only
Warehouse
-fixed geometry
- tweaked collider and separated it for different pieces/materials, metal, concrete, glass
- replaced doors with a statistic version
Fixed remaining bugs with custom ocean level
Bugfixes and final polish on Caboose Dressing prefab.
Add support for layers along the Y axis (up) to network grid so it's now "3D" ish
Toggling "Use Cache" will refresh server browser
merge from attachment_item_move
fixed weird burst behavior when holstering/reloading
fixed client/server compile errors
Fixed weapon attachment restrictions per weapon not being enforced
- industrial conveyor mesh
- industrial splitter mesh
entry points fits nicely with the currently pipe radius.
More distinction between ownership and active control.
Can now clear active control link without disowning a pet.
Map markets get correctly destroyed for uncontrolled but still owned pets.
Dogs get disowned when removing harness.
More cleanup.
merge from attachment_item_move
Allow all versions of servers in editor server browser
Merge from main -> cached_server_browser
Fix hazmats being attachable to weapons
wip ownership rework/simplficationa cross pet types
Merge from main -> attachment_item_move
9th birthday cake setup and icon
Added Lewis's updated perm store item icons
A couple of visual UI fixes
Better layout for the player widget UI cards when player has split
Fix playingSplitCards not clearing per round
re-worked oilrig_trims textures added some metal and rusty specific maps
slightly enlarged the market terminal search icon
Show both scores if the player has split
Split cards use the small card images in the 2D UI. Small screen UI now shows basic info about having a split.
merge from save230 - Staging wipe
Disable scarecrowpopulation
Fixed fluid IO entities adding incorrectly to battery drain (affected water barrels and sprinklers)
Add a server log to try and catch cases where a slot machine fails to pay out results of a spin
Fixed mysterious UnlockPunch error, was caused if a player reconnected after being disconnected from a server while the tech tree dialog was open and they had unlocked at least one tech
Removed a UGC reporter log
Fix the world seed info HUD not showing corect information (will require a server update)
Fixed some broken particle effects on snow machine
Added Toggle, Turn On and Turn Off electrical inputs (brings it in line with fog machine and strobe light)
Refactor, creating CardPlayerDataBlackjack as a separate subclass of CardPlayerData, with a separate ProtoBuf message as well. Allows for more Blackjack-specific per-player content. This is mainly to support Split well, but helps Insurance as well.
Originally I tried to do this in a bit of a nicer way with generics, casting PlayerData in CardGameController to the player data type of the subclass. But generics and MonoBehaviours really don't mix well. In the end there's just a bit of casting instead.