249,778 Commits over 3,959 Days - 2.63cph!
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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Fixed TextShadow not scaling
Don't store ShadowTexture on Shadow
Rename EFillType, EBorderType
Move some stuff into UI2/Input
Moving Easing into Sandbox (from Sandbox.UI)
Merge branch 'master' of sbox
Initial support for bone merging anim scene objects
Shadows are immutable again
Merge branch 'master' of sbox
AnimGraph Editor: Ensure a min width on preview widget so toolbar items don't collapse
Push ragdoll based on last damage
Applying Matt's small stash fix
Fixed env_sun glow overlay not working properly with the poster command
Added ModelEntity.GetHitboxBone( int hitbox )
Added ModelEntity.HitboxSet (get and set)
added gibs for snowman, scarecrow, tuna wall light, storage monitor, reactive target, solar panels roof and snap trap (bear trap)
BackgroundImageSize was using wrong screen size conversion
Add warm and cool materials for rust light props
Update testing map 2 (attempt to make the lighting more interesting, adding post process, fixing missing models)
Sewer branch changes
-shortened the road out of the monument
-fixed missing pillars in the sewer_bigroom_a collider
-chairs are interactive
LS Bag o Fixes:
- fixed missing colliders at sewers grilles
- fixed lightpost towers not being climbable everywhere
- more accurate colliders for fuel storage tanks
- fixed red pipe of death (this is a hacky fix)
- improved colliders on dirt mounds
- improved warehouse LOD3 imposter texture to be see through on windows
- improved road connection to the site
- fixed underground red pipes clipping in concrete
- potential fix for being able to use doors on the rocket side puzzle
- fixed puzzle door clipping through wall when opening, fixed some loot clipping or blocking door opening inside puzzle room
- air duct vents inside the offices cannot be seen through anymore by jumping
- fixed a gap in the LS warehouse model that gave an peeking advantage
- made chairs interactive static chairs
Deleted placeholder ScientistNPCAd.
updated ScientistNPC to match my placeholder. Updated oilrig test scene
Bind model bodygroup funcs. Add SceneObject.MeshGroupMask
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Add width element to border-image, fix stretch borders, new tests
Deleted the old placeholder TunnelDwellerAd prefab
replaced original tunnel dweller prefab
(and updated my tunnel test scene)
tunnel dweller prefab tweak
If all other players are all-in, there's no point in having the one remaining active player go through the motions of checking. In that scenario, skip to the end.
merge from easter_2021 - fixes
Compile fix
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Set the minimum raise if it's under, instead of just bailing out
Make the correct player input if player doesn't have enough for the blinds
Refactored the initial blinds to act like real gameplay inputs (reduce the potential bug surface)