122,289 Commits over 4,048 Days - 1.26cph!
Add a chance for the random move option to sometimes fold if the hand isn't good
Fixed AI's raising too much
Fixed some cases where looping gestures would end prematurely
Revert belt change (was no longer needed)
Fixed some test window issues
Various rules updates and fixes
Merge CardGames/HandleAllIn -> CardGames
- Handle all the complexities of draw results for two or more players, and/or players being all-in for different amounts, and how that affects their winnings
- Refactoring and cleaning up card games code all over the place. Protocol++
Still needs more testing.
Flesh out support for multiple player pot splitting
Fix incorrect payout calculation
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Winner sorting changes like in
59689
Simplify the winner sorting
Reworked Satellite dish terrain blend map, heightmap
Fixed the puzzle spawning loot incorrectly
Using alpha carve objects instead of alpha map to make holes in terrain as they seem to be more reliable
Various other fixes related
Buoyancy implements IServerComponent. Adjusted ragdoll prefab.
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Score down any roam point that we are very close to.
Distance based scoring changes.
Roam point reservation improvements.
Oilrig scientist roam idle intervals reduced.
Cover point reservation changes.
Harshly score down, instead of excluding, used cover points.
updated meta settings on player gesture anims
Made trees in monuments harvestable
Tweaked Junkyard to improve its spawn chances
Reduced density of large rock formations
fixed incorrect LOD distances set from editing multiple prefabs through RendererLOD on chainlink fences
Temperate cliffs LOD3 terrain mask polish - cliffs hold up better visually and transition is less visible
Removed bottles etc from the bandit camp poker tables. Due to a quirk in the interaction system and the proximity to the chip storage, the bottles ended up showing up with an Open interaction, which was a bit confusing.
Random moves don't go all-in unless they have to
Refactored how we handle the active player index. Handling conversion between relative numbers (player 1, player 2...) and the actual index values of the players in different seats. Handles cases like having only players 0, 1, 3, and 5 in a game.
Client/server compile fix
Briefly block input to the current held entity when cancelling a gesture
Weapon impact & explosion stuff WIP
Safety check on random moves
- Improve small blind/big blind getter
- Show dealer/big blind/small blind in the UI
- Currently bugged, but at least this shows up the bugs
Stopped arctic grass from spawning on shore ice and ice lakes
Simplified ice sheets and removed floating decals
Tweaked ice sheet materials to look the same as shore ice
Imported new rebaked textures for the baked ice sheets
Updated ice sheet meshes and colliders
Tweaked world setup prefab
Cover point reservation improvements.
Added AIPoint memory bank.
Added tunable BestRoamPointMaxDistance
Fix PersistentPlayer so it pools and is cached (used for blueprints)
Get rid of allocations in NetworkQueueList.Clear
Better implementation of GetEnumerator for BufferList<T> and ListHashSet<T> to get rid of enumerator allocations
Genericized List.Compare so it can take advantage of specialized enumerators instead of boxing them