126,617 Commits over 4,109 Days - 1.28cph!
Fixed cards mesh being visible underneath card table seats
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Updated menu background video
Fixed player's previous cards that were sent through not clearing if the new load contains no cards
Topbunnies no longer hides hostile UI
Fix the first to have a turn player for two-player games
In two player games, have the dealer post the small blind. Small blind player becomes big blind.
Merge branch back to CardGames
Fix betting, make it per turn instead of per round
- 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
- 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.
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.
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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
faberge egg
anims, animator, worldmodel & deployed prefab updates
Scripts and flags setup for code based rotations
Updated terrain anchors of the satellite dish, sphere tank and sewer branch monuments
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)
deleted and re-created meta files for the cliffs '\models' folder
Re-exporting colliders one last time (if this introduces an issue we'll revert this changeset)
Fix for hitboxes failing on certain types of hit.
Tweaked the materials of temperate trees and bushes
Brightened them up slightly to make them look closer to grass at noon
Tweaked temperate grass materials and textures
Darkened grass color slightly to prevent it from getting too bright at noon
Lowered shadow bias to get rid of harsh shadows at noon, while keeping shadows at other times of day intact
Brightened temperate forest grass
Updated AO settings. Lowered thickness and increased radius of distance AO to better interact with the new foliage