108,612 Commits over 3,867 Days - 1.17cph!
Add card deck with transparent backgrounds
Removed non-spawning roadsigns from the autospawn folder
Refactored a bunch of start/stop AI design functionality. Server now tracks the designing entity too, clears it on disconnect.
Further ice sheet improvements
large warehouse shadow proxy tweaks
even better powerplant road connection
one more roadside junkpile fix
More restrictive placement for the roadside car wrecks (this doesn't fix spawning on top of each other)
moved all tunnel entrances within monuments to be in the correct range for vertical movement
SoloSub update
updated mesh and lods - separated windows for their own transparent material
resized textures
added gibs and completed collision meshes
small warehouse shadow proxy tweaks
various roadside junkpiles fixes
Removed some debug logging from AiLocationSpawner
fixed gap in sewers_shrink block mesh
fixes for junkyard portacabins, outbuilding draw distance
Moved the CH47 patrol logic out of base patrol state.
Fixed card bone attachment. Cards now move correctly with the hands
detail colliders for the satellite dish stairs
eliminated the bug dance with terrain by flattening it all the way, heightmap really isnt precise enough to cope, boosted the draw distance of the sewer blocks as a result
removed the mirror like bit on the optical part of the dish
fixed the road floating (see line 2)
Fixed satdish sewer entrance doors and door segment culling too soon
fixed chainlink fences and brick walls distances being fucked from previous batch editing
fixed static workcart ladders
better road connections into powerplant
fixed dredge_body prefab shadowproxy being visible
reduced wind intensity on groundplants material
Minor edit to use IsValid
Code review fixes
Remove generator implementation of GetEnumerator in BufferList and ListHashSet (returns boxed enumerator struct instead)
Change the placeholder cards on the viewmodel to large versions
Set playing card UI shader to match the base view model
Made a multiply shader (just a minor edit of the default UI shader) for UI sprites and applied it to the world-space cards
Add hand IK when using slot machine
- Rewrote the card holding view model show/hide
- Refactored sending and handling the local player's cards
Use an RPC instead of a signal call to cancel a gesture
Various cleanup
Removed input swallowing when exiting gestures, no longer needed
Merge from gib_cache (gibbing performance improvements)
Vertical offset on emitter
Add missing ViewmodelRenderer component to cards VM
Use gib local scale as the base for scale value instead of assuming it's scale is 1 (fixes some gibs with incorrectly scaled pieces)
L/R directional bird emitter
Merge from dbl_shotgun_zfighting
Basic hack to get the card-holding view model to show up for the local player. Will redo this properly later