108,632 Commits over 3,867 Days - 1.17cph!
Arid cliffs - more accurate colliders
Added UseCalculatedCoverDistances toggle to AIInformationZone.
Updated backport junkpile prefabs to use new AI.
AI test scene folder rework, started porting test scenes to new hdrpb craggy.
updates to magnet crane animator & anim clips
Temperate cliffs - more accurate colliders
Minor layer edit to modular car chassis
Internal support for grouping shots in folders, updated relevant directory paths
Changed one of the front cylinders back to world layer, since it might conceivably bump into stuff
CylinderBase01, CylinderBase02, CylinderBase03, CylinderTop02, Collider (the small one on the arm), and CylinderTop01 changed from Vehicle World to Vehicle Detailed. The Vehicle World layer is only used for actual driving physics, so anything that's not a big chunky area of a vehicle can probably be on the Vehicle Detailed layer instead, which handles the detailed collisions from players or bullets.
Changed magnet crane fence colliders from Vehicle World to Vehicle Detailed layer
Fix magnet crane eye position body clipping
Fixed players keeping their eyes open and blinking while asleep
Fixed bugs with when other players at the table are shown holding cards, and when the table cards are shown
Fixed virtual/override bug
Get rid of the game controller casting hack
adding crane magnet gibs model/mat
Clarify all "flop" card naming to "community" cards since there's flop/turn/river. Required protocol++.
Display the correct cards on the table
Slightly increase third person alt look range
Some basic world-space cards on the poker table. Setting the canvas camera
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Remove pokerchips_cards_combined mesh
Rename for playingcard->playingcards
Remove the generic cards-and-chips table content
allow any player to mount magnet crane
magnet crane disable hurt triggers when inactive
disable collision between magnet crane and carried object
destroy magnet crane when tipped over
always kill occupant of magnet crane when destroyed
added headlights to magnet crane
disallow ability to push magnet crane limbs through objects
added serverside colliders to magnetcrane base
fixed shreddable_pickuptruck not having client collision
magnetcrane now self-damages when leaving the junkyard
improved magnetcrane suspension and center of mass
lowered magnet refraction effect
Fixed mesh gap on lighthouse LOD2
Changed distance mode on lighthouse interior to prevent lodding too quickly when walking up the stairs
Lighthouse scene2prefab
Compound - repainted building topology
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baked in some road topology inside the sphere_tank monument to prevent cliffs spawning in the transition area
Much needed polish to cliffmicro and cliffmicro arid terrain anchors
Add a 300ms delay to the start of the card draw sounds, so they they play more in the middle of the card flip, and give a chance for the action sounds to be heard separately
Prevent doubled-up action sounds by clearing the last action info after Save
Don't try to make random moves (editor only) if we're in-between turns
Change the "None" poker input to be a 0 value, instead of a 1
Fixed vm's with particles/lights still being visible while gesturing
Fixed Reveal Hand not playing the right action's sound. Made the check sound quieter.
Single and double door gibs no longer apply skins, currently there's no way to stop the skin material being unloaded while gibs exist in the world (will revisit next month)
Fix timer showing between moves sometimes
Fixed throwable easter egg gibs