10,624 Commits over 2,253 Days - 0.20cph!
Tweaked splash effect rotations again
Increase range of water vehicle wakeup notification when adding water to cover all of the above ground pool
Increased bounds of inside area checks on above ground pool to make it a bit more forgiving when placing on uneven surfaces like terrain
Improved water factor handling on water volumes, players are now able to properly swim in the above ground pool
Fixed wrong repair/pickup refs for parasol
Use burlap bag for sunglasses world item
Modified prevent building volume on table so that small entities can be placed on top
Reworked prevent building volumes on above ground pool so it doesn't block board deployment
Disabled the high poly watergun mesh on the entity
WIP node connections for failed responses
More inner tube splash tweaks
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Don't show the drink option while mounted to a board or tube
Added another prevent building volume to the pool to prevent being able to deploy over the edge
Switched pool physics material to metal for proper impact decals
Force calculate artificial lights on first calculate
Add a 5s random offset to the time restriction on updating artificial light quality
Some optimisations to calculating artificial light values in large farms
Only update the artificial light level of a plant every 20 seconds, but force an update if a light nearby changes state
Added some slight randomisation to sprinkler splash invokes to space out the load
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Add some movement particles to the tube
Added some splash effects to the side of the board when moving
Can add/remove/modify conditions via blackboard
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Fixed sunglasses overlay not activating if equipped in a slot after a priority overlay (nvg)
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Tube and board set WaterFactor to 0 for riders
Manifest, codegen, protobuf
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Add an offset based on velocity for hand splashes
Tweaked disturbance component max speed for tube
Instead of polling for the contents of a vehicle trigger, use a new TriggerNotify that notifies an object when a trigger encounters something
Only check for blockages while opening on doors that swing (not the garage door)
Clamp splash effects to board local space plane rather than water level
Fixed buoyancy NRE on tube
Calculate velocity on client for audio sfx
Move out of water check to shared space
WIP support for doors detecting blockages while opening
Save changed speech connections
Better layout for long dialogue text
Added decay to pools and watercraft
Added enum type and set beach chair to new sitting pose
Only block input while holding an item on a tube, don't block other logic (tracking distance travelled)
Tweak effects for tube, mostly shifting animation event timings and changing splash position
Removed unused diagonal animations from player animator
Increase tree impact damage multiplier from cars (3->5)
New convars for saving and loading a set of gear onto players for cinematics:
"inventory.saveLoadout" saves the currently equipped belt and wear inventories into a file
"inventory.deployLoadout" applies a saved loadout onto the given player
"inventory.deployLoadoutInRange" applies a saved loadout onto all players in a radius
Removed double tube gibs
Revert gib meshes
New protection properties for paddling pool that makes it extremely vulnerable to slash, stab and bullet damage
Copied the tube gib fx to the pool
Updated pool collider to remove ladder and adjusted ladder volume
Add two ramp colliders to the stairs on the pool for smoother movement
Replaced ripple particle with displacement component on board and tube
WIP particle hookup for board and tube
Remove ForceUpdateTriggers in client side mount/dismount