194,760 Commits over 4,079 Days - 1.99cph!
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
Widened the trigger volumes on the work carts and locomotive, to allow for standing safely on the side rails
Added support for conveyors to specify a maximum amount to move per tick, so large stacks of items will get moved gradually
Set to 128 for now, will need revisiting
Add some basic analytics for halloween event
Fixed default inventory editor loadout not working
Remove the countdown text
Use Canvas enable/disable instead of gameobject SetActive (performance). Show dealer's card value as "Bust!" if over 21. Fit a card value of 10 on one line.
Zeroed the prefab because OCD
Facelift and simplifaction for the Skull Spike w/ Candle Lights.
Improved lighting, FX, LightEx and EntityFlagToggle trimmed from 6 entities to 2 with ParticleSystemContainer
Moved UI info to have it less central, so it's easier to keep seeing the Blackjack main screen
Scene backup
Tuna wall light fix
Update the dealer's cards between rounds
Keep showing dealer cards after round ends
Added all train cars to BillBTestMap
Concrete cracks decals and prefabs
wooden benches meshes and prefabs
Merge from main -> canvas_disabler
Added "Use Cache" button back to server browser
Server queries get disposed properly and cancelled when a new one is launched
Scarecrows respect ConVar.Halloween.scarecrow_throw_beancan_global_delay.
merge from horse_lootpanel_fix
Set Scarecrow family correctly so beancans resepect ConVar.Halloween.scarecrow_beancan_vs_player_dmg_modifier
Replicated original erratic scarecrow movement
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Card backings for the monitor UI
merge from scrapheli_safezone_fix
Assets & scenes dump (from backup)
Fixed combiner not deploying
Conveyors will now skip containers that have no valid items, allowing combiners to work as expected
Base media directory cleanup/purge
Very basic first pass on more interesting pipe rendering, just using a cube at the line points and using a proper cyulinder instead of a line renderer
Show the dealer's cards on the monitor. Fix server-side errors.