130,567 Commits over 4,140 Days - 1.31cph!
Fixed shot looping back to start even if loop is disabled
Poker: If there's NOBODY else in the game at the end of a round, that always means you won (wasn't a real bug but the UI would in some cases only show the scrap as "returned" instead of "won")
Clear all gibs when scrubbing the timeline, prevents them being repeatedly created and not cleaned up when scrubbing forward/back
More gib overrides and read/write disabling:
Ice walls
All car chassis's and modules
Igniter, sprinkler, tesla coil
Powered water purifier, water pump
Poker: Fix double-showing a result if there are no primary winners
Rename the card table next round phrase since the text content/meaning has changed
Update comment to match current behaviour
Poker:
- Correctly pay out abandoned scrap if there's only one invested player
- Removed unused param from LeaveCurrentRound
Scene to prefab - prefabs only
patch grass snow variants
Snowy variants for LS, Harbors, Trainyard, Powerplant ground meshes
snow variants of the 'office' exterior planters
overgrowth prefabs shadow proxies use a simpler material
Added shadow proxies to arid trees and bushes
Added shadow proxies to temperate, tundra and arctic trees
Setting up jitter on projection matrix.
Tundra specific foliage spawner for procmap roads
snow variants were using the wrong material leading to visual diff with the biome
junkpiles use temperate foliage by default as they are not static
Fixed dome monument CCTV angle
Added train tunnels to Barren, plus some other fixes
Adding back thatched_b textures
Scene 2 Prefab - prefabs only
Applied Biome Visuals script to overgrowth foliage prefabs
Added gib overrides and disabled read/write on some high memory meshes:
Chippy arcade machine
Fluid switch
Piano, xylophone and drumkit
Beach chair, parasol and beach table
Wooden watchtower
SAM sites
Beds
Graveyard fence
Workbench 1, 2, 3 (and removed gibbable components (from static versions)
Computer station
Chocolate eggs
Neon signs
Fixed difference between main and backport caves terrain anchors
Added a shrink colliders option to the gibbable editor
This shrinks colliders on the gibs until there are no longer any overlaps
Should help some gib setups with lots of overlapping pieces exploding apart when destroyed
Poker - end the game as expected when one player leaves a two-player game (regression bug on Staging)
Don't make the player hold space/esc to leave the poker UI if they aren't in a game yet
Code review: Use MovePosition instead of Teleport in HandleMountedOnLoad
Adjusted seat positions on card tables, fixing the ones where the player's held cards could clip into the table contents
Fixed players dying while playing poker causing the cards they were holding to stay floating there. You know you can't play with ghost cards, bro.
Better scrubbing logic, resume playing if the demo was playing when the timeline received input
WIP new timeline scrubber with active shot overlay
Fixed shots getting stuck at paused in some cases
Fixed SetFloatFixed using the deltaTime parameter instead of the dampTime parameter in the dampTime field.
Reduced 'speed' and 'vehicleSteering' dampTimes since they became pretty slow - since all the parameters have been using deltaTime instead of the actual dampTime since
35700 this wasn't visible before.
This bugfix fixes the glitchy animations on players holding guns in demos, although that seems to be partly related to another bug where demos are running around 4% slow.