201,593 Commits over 4,171 Days - 2.01cph!
Foliage spawner optimization / Reduced density of some plants
Fixed the wrong player going first in two-player games
Fully dismount players that get timeout-kicked
Add IsServer check to avoid listen server trouble. Removed unused code.
Compile fix and idle time increase
split off bunny ears from hat and made bunny_ears_jigglebone parent for game object lod script to work with
Fixed idle kick. Players are once again kicked from the poker game if no input is received for a long time. Reduced time from ten to five minutes.
removed horsegang
heavy armor now prevents mounting of horses due to weight limitations
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tightened up recoil response on revolver/sap including animations
card game anim source files
Optimized all ground plant models in an attempt to remove unnecessary verts
Scaled down ground plants that were higher than 1m, they should no longer go above player's waist
Fixed issue with glitch on clapping gesture
rebaked bunny ears to look nicer and reworked jiggle bone script so they behave better
workcart mount pose - fix for snapping issues on head look
More even radiation inside MT, some areas were left without any
Keep vehicle_aim_yaw on zero for Sit_Cardgame
Disable poker table player head movement, as it was messing with the main body animation. Re-enable this if we come up with a fix.
helper colliders at sphere tank set to prevent movement layer
sphere tank stairs colliders review
tugboat and harbor crane stairs colliders review
excavator, attempt at fixing stairs bullet fail to register
Disable the idle kick temporarily for a bugfix
- Kick poker players who have given no inputs for ten minutes
- Poker quit dialog now says "Hold to leave" instead of "Hold to dismount"
- Replaced the poker chip storage open-close sounds
harvestable roadsigns, sewer branch
reviewed cave_large_sewers
lightposts fixed regression
reviewed bunker room dressing scene
Fixed some floating ceiling lights caused by a small dimension mismatch between LOD meshes
Added health vitals to the card table UI so that the player can see how they're doing. Everything scaled to 1.5 so that it matches how it looks in the HUD, since the normal HUD is scaled for 1280x720 and the poker UI is scaled for 1920x1080. Unfortunately this meant scaling every element since just scaling the entire canvas created a blurry mess.
Give poker players 2 food and water after each round
Updated localization files
Minor optimization with the PlayerColor matproxy (Community Contribution)
Minor optimization with the PlayerWeaponColor matproxy
Clear poker table in the poker tester if the player dismounts
Fixed spawnicons trying to interact with the container they were created in, instead of the container they are drag'n'dropped onto. Fixes an issue where dragging icons from Browse => addons/games and resizing them would not properly move all other icons
fixe dredge metal structure gap from fbx
Fixed "broken" spawnicons icons being rebuilt every frame
Updated the "broken" spawnicon texture to be 512x512
fixed dredge zfight and some gaps
Fix for player order. Lock the CardPlayerData array to the mount index
Fixed light position offset in Bandit Town + s2p
Reorder all card table seats/storage/mount points so that gameplay always follows the correct clockwise order
Merge from main + backups