1,281 Commits over 548 Days - 0.10cph!
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merge from fixedupdate_cleanup
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
removed FixedUpdate from TriggerPlayerForce in favour of cancellable FixedTime reapting invokes based on trigger contents
- we have a lot more of these with boats now
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
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Islands cleanup job, stops any loose disconnected bits hanging around
- bit of an odd one, requires a flood fill that touches any cells above the iso threshold but not to traverse beyond them or we end up ruining the vertex interpolation
don't try and modify velocity of kinematic bodies that are undergoing shoredrift
improved transform access
don't touch any tick interpolator stuff for NPCs during MovePosition
merge from triggerparent_pooling_leak
bake shore vectors in s2p, required changing s2p to run as an editor coroutine which needs more testing
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switched out parent triggers on plank and small_ramp deployables to use delayed exit
merge from ice_sculptures2
- renamed old christmas2025_dlc/ice_sculpture to get it out the way, the merges were too broken
merge from ice_sculptures2, kept source to override previous merge from older changeset
extended boat wall parent triggers upwards, handles low walls on top without a floor piece much better
cleaned up leak in TriggerParent.IsClipping
merge from wall_parenting_triggers
handle boat building blocks potentially having a set of parenting triggers from conditional models, added parenting triggers to wall variant prefabs
- didn't add them to low walls as they should always be in the volume of a foundation/wall anyway
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- `██▄▉▍▉▌▅.▄▆▆▆▆▋▍_▍▍██` ▉▆▍ ▆▋▋▋█▆██ `▄▇▌▉▋▌▌▌▅▋▊▆▅` ▄▊▌▄▇, ▊▇ ▇▄▍█ ▋█ ▆▇ ▌▆▅▉▊▉▆▌ █▋▍▄ ▄▄▆▊▍▄▌▆▄▍▊▄▉▄▅▍▇█ ▋▆▊▉▄▍▊▄ ▉▉ ▋▌▇▇ ▇▊▇ ▆▋▇█▋▊ ▄▆▌ (▉▄▍▉█▆█▄▍▊ █▉▄▆▄▍ █▆█▆▉▇▋▍▋▌ ▆▄▍ ▄▊▉▆▅█▉ ▄▄▅ ▉▇▇█▊▆ ▌▆ ▉▆▉▆▇▊ ▄▇▆▇▄▋ ▊▄█▄▍▍)
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shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
removed TerrainCollisionTrigger component that shouldn't have been on PTBoat
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don't let you push a PlayerBoat if you're parented to it
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▊▉▄▌▇▉▆▊ █▇▆▌▋▊█▊▋▋█▉▅▌▌▆▋▅' ▅▅▄▍▉▌▋▅█▌▅▊▋ -> ▆▋▍▌▍▉▅▆▉▆▊▌▍█▅▅▋▋▌▄▅▇▄▊
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corrected island fudge radius for shore vectors that was adding a lot of noise around islands shore vectors and a visible seam
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put PlayerEnterDeepSea client rpc call back in with correct name
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