199,488 Commits over 4,140 Days - 2.01cph!
Swap Fun_Water and Collision damage types getting switched around in merge from main, set waterguns to use Fun_Water again
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Fixed the fix for the water splash impact
Removed a bunch of unused variables and merged double if statements across the sandbox gamemode (Community Contribution)
Fixed updating a Thruster stopping its sound after a short while instead of updating the sound if its active
Thruster effects now try to conform to the thruster model, so a smaller model produces a smaller effect, a bigger model produces a bigger effect
Thruster smoke effect acts more like smoke (gravity) and acts more like a thruster when not moving
Thruster properly frees it's particle emitters
Cleaned up weird and unused code from Wheel Indicator effect
Spawning wheels, balloons, lamps, lights, cameras now applies the propspawn effect like other tools
Fixed wheel ghost spazzing out when aiming at moving entities
Fixed wheel ghost preview floating above certain surfaces unexpectedly
Reduce water gun splash radius
Better craggy watergun test range
boogie board - updated mount position to align 3rd person hands better
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Improved networking precision of Origin and Start fields of CEffectData to be not useless, which fixes wheel's direction indicator having wrong angles on very flat wheel models
added .entity suffix to instant camera entity
updates to instant camera entity
merge from main (please don't break this time)
Splash impact visibility improv
Looking for properties on prefabs
Watergun parameter & curve fixes
NRE checks just to be safe
Invert watergun effect speed curves
Changed many colliders into primitives + manifest rebuild.
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watergun player reload anim update, override changes
subtract prefab changes (wrong branch)
setup final water gun effects on prefabs, re-link everything.
Remove water pistol skinnable
Fix player seed resetting on death in a demo
Don't show dlc items in the new workshop item UI
Reduce car collision damage by around 33% in general (re general user complaints about it being too high).
Combine error text for BaseModularVehicle socket errors
Skins setup for paddling pool
Null check for ModularCarAudio
Extra check on baseVehicleLODs when calling RefreshLODSets(). Experimental fix for rare NREs on Sentry.