108,631 Commits over 3,867 Days - 1.17cph!
- Fixed the player being left holding cards if they go all-in in a two-player game and get kicked after the result for losing all their scrap.
- Line endings fixed in CardTableSeat
yolo disable read/write on a ton of meshes that have collision meshes so shouldn't need read/write
enable compression on some textures
adjust some audio import settings (mostly ambience - no decompress on load)
Ignore TerrainFormer folder in texture import analyzer
Better file directory setup for storing shots, shots are now stored in a folder matching the demo name
Fix camera rotation changing when ending a demo
Disable autofix button in analyzer UIs
Update model import analyzer to point out when a render mesh has R/W enabled but there seems to be a matching collision mesh
Fixed shot looping back to start even if loop is disabled
Poker: If there's NOBODY else in the game at the end of a round, that always means you won (wasn't a real bug but the UI would in some cases only show the scrap as "returned" instead of "won")
Clear all gibs when scrubbing the timeline, prevents them being repeatedly created and not cleaned up when scrubbing forward/back
More gib overrides and read/write disabling:
Ice walls
All car chassis's and modules
Igniter, sprinkler, tesla coil
Powered water purifier, water pump
Poker: Fix double-showing a result if there are no primary winners
Rename the card table next round phrase since the text content/meaning has changed
Update comment to match current behaviour
Poker:
- Correctly pay out abandoned scrap if there's only one invested player
- Removed unused param from LeaveCurrentRound
Scene to prefab - prefabs only
patch grass snow variants
Snowy variants for LS, Harbors, Trainyard, Powerplant ground meshes
snow variants of the 'office' exterior planters
overgrowth prefabs shadow proxies use a simpler material
Added shadow proxies to arid trees and bushes
Added shadow proxies to temperate, tundra and arctic trees
Setting up jitter on projection matrix.
Tundra specific foliage spawner for procmap roads
snow variants were using the wrong material leading to visual diff with the biome
junkpiles use temperate foliage by default as they are not static
Fixed dome monument CCTV angle
Added train tunnels to Barren, plus some other fixes
Adding back thatched_b textures
Scene 2 Prefab - prefabs only
Applied Biome Visuals script to overgrowth foliage prefabs
Added gib overrides and disabled read/write on some high memory meshes:
Chippy arcade machine
Fluid switch
Piano, xylophone and drumkit
Beach chair, parasol and beach table
Wooden watchtower
SAM sites
Beds
Graveyard fence
Workbench 1, 2, 3 (and removed gibbable components (from static versions)
Computer station
Chocolate eggs
Neon signs
Fixed difference between main and backport caves terrain anchors
Added a shrink colliders option to the gibbable editor
This shrinks colliders on the gibs until there are no longer any overlaps
Should help some gib setups with lots of overlapping pieces exploding apart when destroyed
Poker - end the game as expected when one player leaves a two-player game (regression bug on Staging)
Don't make the player hold space/esc to leave the poker UI if they aren't in a game yet
Code review: Use MovePosition instead of Teleport in HandleMountedOnLoad