125,417 Commits over 4,079 Days - 1.28cph!
displacement can be controller by vertex alpha
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Don't shrink the "10" card number, it just looks bad
Functional inputs UI for the small screens + other content on them. Better method for getting a list of current inputs.
Added PipeMesh, renders a curvy pipe mesh given a set of positions
Some UI setup of the small screen, and other fixes
volume & voice limiting tweaks for inventory UI sounds
Fixed furnace volumetrics appearing incorrectly in furnace icons
Added HideDuringRenderer array to PropRenderer component
Fix unassigned train parent triggers in this branch (due to creating the standard train trigger)
Fixed the console colours not working anymore in this branch
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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.
Changed halloween.enabled from ServerVar to ReplicatedVar so that client-side entities can check whether it's currently enabled.
Code review: use enabled state instead of ToggleEnabled method
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Rendering but no color or rotation
ferry terminal interior wip
Fixed caustics bugs, caustics also now show underneath the water plane.
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Scarecrow breathing audio toggles
AI target/hostile checks for scarecrow targets
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Attempt to enable instancing in standard shader
Widened train engine parent triggers a little further
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.
GPU instancing on some mats & texture import optimization
A few general adjustments
Final pikes iteration
Scene backup
Fixed card content not showing up anymore
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)
Reinstate a couple of things that I needed to stomp on merge
Update loot panels before merge