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125,417 Commits over 4,079 Days - 1.28cph!

3 Years Ago
Add Halloween Logo
3 Years Ago
displacement can be controller by vertex alpha
3 Years Ago
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3 Years Ago
Don't shrink the "10" card number, it just looks bad
3 Years Ago
Functional inputs UI for the small screens + other content on them. Better method for getting a list of current inputs.
3 Years Ago
Added some pipe detail
3 Years Ago
Added PipeMesh, renders a curvy pipe mesh given a set of positions
3 Years Ago
Some UI setup of the small screen, and other fixes
3 Years Ago
volume & voice limiting tweaks for inventory UI sounds
3 Years Ago
Fixed furnace volumetrics appearing incorrectly in furnace icons Added HideDuringRenderer array to PropRenderer component
3 Years Ago
Fix unassigned train parent triggers in this branch (due to creating the standard train trigger)
3 Years Ago
Unsaved
3 Years Ago
3 Years Ago
Fixed the console colours not working anymore in this branch
3 Years Ago
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3 Years Ago
Merge from static_group
3 Years Ago
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3 Years Ago
Code review: properly fix SetVisible not working on MeshCull components. Added a force optional paramter to SetVisible. MeshCull components were remembering their state when they were disabled, when entering the HLOD bounds LODComponents are told to become visible and then adjust based on LOD however MeshCull components would ignore this as their saved state wouldn't have changed. Once in this state the MeshCUll component would think it was disabled, but it's mesh was actually visible. This likely wouldn't have been problematic if the player came into range via a CullingVolume as the player would be closer to the renderer as opposed to hundreds of metres away in the case of a HLOD component, however I've applied the same fix in that case.
3 Years Ago
Changed halloween.enabled from ServerVar to ReplicatedVar so that client-side entities can check whether it's currently enabled.
3 Years Ago
Code review: use enabled state instead of ToggleEnabled method
3 Years Ago
Dynamic torch flame WIP
3 Years Ago
Merge from main
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
Rendering but no color or rotation
3 Years Ago
ferry terminal interior wip
3 Years Ago
Fixed caustics bugs, caustics also now show underneath the water plane.
3 Years Ago
merge from scarecrow_ai
3 Years Ago
throw&aimtweaks
3 Years Ago
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3 Years Ago
Scarecrow breathing audio toggles
3 Years Ago
AI target/hostile checks for scarecrow targets
3 Years Ago
merge from scarecrow_ai
3 Years Ago
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3 Years Ago
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3 Years Ago
Attempt to enable instancing in standard shader
3 Years Ago
Widened train engine parent triggers a little further
3 Years Ago
Compile fix
3 Years Ago
Fixed situations where we tried to get the value of a set of cards on the client when some were actually unknown (and therefore calculated as the default two of spades). Dealer now correctly knows if it got Blackjack and puts on its cool shades.
3 Years Ago
GPU instancing on some mats & texture import optimization
3 Years Ago
A few general adjustments
3 Years Ago
Final pikes iteration Scene backup
3 Years Ago
Fixed card content not showing up anymore
3 Years Ago
Calculate greatest common denominator for payout ratios and show them as a nicely formatted string on the main monitor (so that the ratio string is formed programmatically, and we don't have to worry about it not matching up if we change payouts in the future)
3 Years Ago
Card table on test map
3 Years Ago
Reinstate a couple of things that I needed to stomp on merge
3 Years Ago
Merge Main -> Blackjack
3 Years Ago
Update loot panels before merge
3 Years Ago
LOD handling for pipes