1,315 Commits over 579 Days - 0.09cph!
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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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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