1,314 Commits over 579 Days - 0.09cph!
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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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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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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Convar the generator pool count as `marchingcubemanager.generatorpoolcount`, defaults to 4 limit to [1-32] so no one sets it to a stupid value
refactored mesh generation to use a fixed size pool of generators over multiple frames, removes a huge amount of the fixed memory cost of each sculpture
fixed setcolormenu not showing properly
better additive sculpting plane handling, only paints onto plane and doesn't create towers of additive shapes