108,630 Commits over 3,867 Days - 1.17cph!
Adding old CraggyIsland back for programmers, artists, use the HD version
renamed CraggyIsland to CraggyIsland_HD
added water culling volume at trainyard
sphere tank minor tweaks to barrel spawner
cliff overhang models/prefab
merge from backport/wipe1
WIP configurable gesture wheel UI
Fixed random moves (editor only) attempting to bet/raise zero
Make marker data a ServerComponent
Compile fixes
Converted TreeMarker Data into a PrefabAttribute, migrated all existing data (swamp trees)
Improvements to tree marker generation process:
-now works when right clicking trees in assets view (also with multi-select)
-improved default arc settings and applied them by default when making new tree markers
-improved visualisation of arc settings in scene view
-fixed generation issues when tree is offset in prefab
Knock sound now plays when a player checks
Added double knock-on-wood sounds for checking (my recordings)
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Fixed Royal Flush showing as Flush
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Improved the winning hand UI message
Fixed beancan effect floating, fixes for deploy sounds.
Show the winning hand in the winner info UI
merge from bug fixes branch
merge from backport branch
cliffs and microcliffs now perform checks against road topology collision
Fixed douglas_fir_b_snow billboard issue
Fixed missing colliders on metal beams in the abandoned lighthouse
Fixed gaps in the shipping containers
Tweaked containers textures / materials to make them less noisy
Fixed issue with terrain blending on potato settings
Fixed issue with terrain base texture generation. Fixed issue with instanced terrain normals.
fixed ability to jump inside covered ch47
fixed medium rock formation anchors pivot not being offset to scale right
swamps, shrunk the water bodies to better fit procmap, avoid cases of floating water bodies
fixed floating cliff at WTP and sharpened the terrain blend map around it
crates at airfield display until network range as they are pretty much the only covers out there
re-setting LOD draw distances on power substations prefabs
electrical boxes and crates draw distances (must have gotten stomped during proxies)
re-added sewer branch puzzle
fixed rock clipping inside trainyard tunnel
Roadside train tunnel entrance now uses entrance_monuments_a prefab
Train tunnel icons on entrance_monuments_a and entrance_monuments_b
delete and re-creating metas on vehicles and small rock clutter files (similar problem encountered with cliffs earlier)
Added prevent building volumes to roadside wrecks
reworked checkpoint2 area at airfield, fixed barrels spawns
fixed floating water tower at wtp, intersecting rock inside sewer tunnel
removing birch_medium_tundra harvestable tree from satellite dish in an attempt to fix NREs
roadsigns are harvestable in sat dish
fixed crane/rail block at trainyard by fully blocking the gap, attempting to get better electric wires rotating powerline posts (this is getting old)
Another attempt to make the cave_sewer_hard terrain cooperate on all seeds
bulkframe props chainlink fence now properly on transparent layer and double sided collider
loot barrels gibs material should match visuals
fixed collider gap in cargo ship deck wall
fixing cargoship style 2 containers covers zfighting/clipping
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