128,902 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                ▍███▍ ▍▊▊▇▆ - ▅▆▌▄▄ ▇▉▋▄▌, ▇▄▍▍▋▍▍▍▇, ▍▉▄█▄▇▄▅, ▊▊▌▌█▌▊ ▊▌█▉▉▊, ▌▉▍ ▅▌▍█▉▋▄ ▍▊▇▇▊▄▌▌▊ ▍▅▌▄▅▄
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                ▌▇▍▆▆▍▅ ▉▇▉ ▋▋▌▄█▇.▇▍ ▋▆ ▍▆▌▅▄▄▋▆▄ ▇▌
 
                
                
                
                
                
             
         
        
            
            
            
                
                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