239,419 Commits over 3,837 Days - 2.60cph!
Fix betting, make it per turn instead of per round
claw straight3 pattern tweaks
sfx
Merge branch 'master' of SpaceUsurperUnity
sliders bullet works for 2-player
invasion slider fix
fix 2player endless mode
safeSpace fix for 2player
fix nullref when both players die on same frame
more sliders coop fixes
Add UI render scene test back
Create anim scene objects from managed. Bind setting of bone world transforms on anim scene objects
Clear LightDesc properly before using it
- Fixed up more troubles with how bets and raises are handled
- The first "raise" is just a bet. Corrected it still being called "raise"
- Cleaned up the audio switch
Allow scene objects for scene capture to be created in C#
Allow scene capture camera info to be set in C#
- Fix the raise minimums to follow the rules correctly
- Made the action UI less complicated, now only showing the amount your bet will increase
- Always send card player data for all players, less bug-prone
- Move some CardPlayerData methods to server-only
Better abandoned scrap calculation
Remove temporary debug print
If a player leaves the poker game (quits/dies), but has a higher bet than anyone still in the game due to being all-in for an amount that nobody else could afford, that leaves that portion of the pot in a nominally unclaimable state since poker rules state that a player can only claim winnings from each other player up to the value of their bet. Previously this was paid out in an awkward way that could end up with non-winners claiming the "bonus" scrap. Bonus winnings are now divided equally between the winner(s) (plural in the case of a draw result) of a round.
Allow scene object to be created from a model
Fixed broken egg basket eggRenderers references UFR - broke in viewmodel_fix branch
Fixed bunnyhat LODs and ensure JiggleBone and EzSoftbone are disabled on LODs
Fixed multiple lodgroups on RustigeEgg_E
merge from HapisIsland_2021 - Bug Fixes
Updated the easter abomination
Phrases
Network++
Added a gambling den with poker tables & a market to the Hapis Compound
Fixed the disabled mini-monuments.
Some more TMP replacements
Made Switch leaderboard mode / settings buttons clickable
Fix shadows not being rendered in UI render scenes
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ModelDoc: Add camera modes (default and viewmodel for now)
Egg vision now displays correctly
More Physmat impacts & HDRP conversions.
PFX scene backup.
refactor mugshots to only happen when player is not in combat
optimize acquaintance gathering
show unknown mugshot if waiting for mugshot
profiling
Slightly darkened tall grass in temperate
Slightly brightened willow bushes
Darkened temperate moss
Created Scale Test Map
To help with asset scale, will add more.
Merge branch 'master' of sbox
faberge egg
anims, animator, worldmodel & deployed prefab updates
Scripts and flags setup for code based rotations
First draft of AutoSkipUpgrader
Enable AutoSkipUpgrader in HotloadManager
Cleaned up AutoSkipUpgrader
Merge remote-tracking branch 'origin/master' into hotload-autoskip
Show list of auto-skipped types in HotloadDetails sheet
Nicer type names in HotloadResult
Merge branch 'hotload-autoskip'
Fixed Panel.IsInside giving invalid results if the border-radius was bigger than half the width or height
background-position tests
border-radius tests
Update FriendList.scss
Starting moving the menu closer to Lewis' concepts
Updated terrain anchors of the satellite dish, sphere tank and sewer branch monuments
Fixed not scaling background-size
Monuments now try to maximize the distance between themselves and monuments of other monument types (instead of only doing that for monuments of the same type)
Alpha blend background image instead of multiplying by background color
deleted and re-created meta files for the cliffs '\models' folder