108,621 Commits over 3,867 Days - 1.17cph!
Add a sanity check warning if there is any scrap left in the pot after winner payouts
Add a loading screen tip for the gesture menu
Dispose old winner info proto data properly on the server side
Check and Call can't ever be options in the same turn, so let them both be on the C key for simplicity
Increase time between rounds to six seconds
Fixed the player's cards not always updating at the next round. Updated how PopulateCards is set.
Fixed protobuf winner data not being copied across
Compile fix for inspector vars
Code to capture player mugshot images and save them on the server
Have the UI say to hold Space
If player's score is the same, sort by bet amount in ascending order. Should ensure that final payout is correct
Use water damage hit impact underlay if ShowBlood is false, ensures players will still know what direction they are being attacked from
Disable blood screen overlays when hurt if blood is disabled
Set the world cam on the playing cards canvas
Added global.showblood saved convar
Added new BloodEffect that has a replacement effect slot that will spawn in place of the blood effect
Added BloodEffect component to all blood effects, no replacements are setup so they just don't appear for now
Move the card UI slightly closer to the card
fixed zfighting and some mesh holes on dredge model
Placeholder for wave functionality
Raise the round winner info so it doesn't overlap world-space cards
Set up the transparent card images, use them in the UI
Fix server compile on PlayingCardsViewmodel
Update WinnerBreakdown RPC handling
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Added support for tunnel entrances inside monuments
No longer spawn tunnel entrances next to monuments that already have a tunnel entrance
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Harbor dockwalls now have a long distance LOD3 to avoid the floating effect it has had
track if an AIZ is sleeping
BaseNavigator now supports pause/resume.
AI sleep/wake now pauses/resumes navigation and movement ticks.
Fixed a bunch of desc typos and updated some outdated descriptions to be more helpful to newer players
Smoother terrain anchors in excavator scene
When terrain not cooperate, make terrain eat dirt - junkyard
Blocked one way shooting on junkyard's recycler roof, fixed floating fences at junkyard
Fixed barrels clipping at dome, improved terrain behaviour around ground objects
Military tunnels now use the train tunnels flag on their environment volumes (fixes distance light bleed)
Bumped texture res of road_a albedo
Rusty roadside vehicle LOD4 materials transition more seamless
Forgot some prefab for airfield over the weekend
Road signs now cast shadows
Properly assign playing cards on vm
Disable UI cards