122,216 Commits over 4,048 Days - 1.26cph!
Potential ProcessGestureStart NRE fix
Fixed active player bug after another player folds
Terrain4 tweaks / Made temperate, tundra and arctic rock splats a bit darker to better blend with foliage
Tweaked color overlays on grass and forest splats in arctic to make the tiling less noticeable
Updated some terrain textures
Reduced gloss on grass, forest and rock splats to get rid of the plastic sheen
Reduced strength of rock AO to get rid of black spots
Tweaked contact shadows settings because grass was making my eyes bleed
Deleted my old peacekeeper prefab
Peacekeeper prefab update and compound test scene update.
merge from AI main branch
Removed now unused ScientistNPCSpawner.
Fixed AIMovePoint gizmo NRE.
Updated AI tool.
Merge from viewmodel_bugs
Fixed issue with skins that have a cutout override.
Fixed camera issue in workshop editor
Deleted bandit_guardNPCAd prefab
Replaced bandit_guard prefab with my one.
Excavatar test scene update
Scientist_junkpile_pistol prefab nav fix
ScientistNPC prefab id update
junkpile_a, junkpile_g prefab updates
Deleted placeholder junkpile pistol prefab
apply scientist_junkpile_pistol shelved prefab update
merge from ai main branch
Applied client editor brain nav shelved fixes.
Applied AI tool shelved changes
Tell cards chat not to show in the server console log
Fixed chat not disabling correctly on Esc key press when in the poker UI, causing interaction to become unresponsive
NRE fix. Never try to kick idle players who aren't in the game.
Fix players who are idle waiting for a poker game to start being counted as if they were idle IN the poker game for that amount of time
Fixed SubOnPlayerLeaving warning about "GetTruePlayerIndex while no round was in progress"
Fixed blinds counting as player input (it stopped players getting kicked for inactivity)
Created proper roughness map for ground foliage
Adjusted material settings
Replaced dry grass in arctic biome with better fitting meshes
Various diffuse map adjustments / painted subtle gradients to make some plants less flat when it's overcast / lightened up parts that were too dark
Made moss use the same material as other forest plants
Removed some old meshes that were used for testing
merge from viewmodel_bugs
Fixed issues with incorrect FX parenting
Fixed misuse of FirstPersonEffect and EffectAudioPerspectiveSwitcher on a lot of our FX prefabs.
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Applying Matt's small stash fix
added gibs for snowman, scarecrow, tuna wall light, storage monitor, reactive target, solar panels roof and snap trap (bear trap)