121,835 Commits over 4,048 Days - 1.25cph!
Fix split result showing as Loss instead of None when not used
Show winnings as a value minus the amount paid in
If the player already has a 100% optimal result, end their turn. There's no point asking if they're like to hit on 21
Adjust how the results text displays scrap won
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Merge from beltbar_improvements
Fixed player widget card layout issue
Adjusted flashlight icon, now sits behind weapon icon
Split result text for the main UI
Fix swapping weapon attachments while an attached light was active leaving the icon on incorrectly
Small monitors can now display results for two hands at once (splits)
Fix compile for now, just need to sort out the round result text
Prioritize querying servers that have not being queried before
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Adding support for multiple results per player WIP. Who would have thought a card game would exist where each player can have more than one result per round? Yet here we are.
Double fixed being able to pick up caboose XOR switch
Initial setup for menu2 dev (empty prefab, enable it from Tools -> Menu2 menu)
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