13,600 Commits over 2,710 Days - 0.21cph!
Another rotation change for items with offset gibbable components
Don't parent building block gibs
More rotation tweaks
If a player is text muted also mute their voice
PrefabAttribute Equals override now ensures it's comparing another PrefabAttribute before comparing
Merge from farming_optimisation
Use current flag instead of next (probably the same thing but this keeps consistency)
Roll back module entity changes (causing merge issues)
Increase maximum length of drain calculation
Show clone option by default when mousing over plants while holding RMB (save opening entity menu)
Gravity warning when connecting fluid entities will now be more accurate and take into account whether a prop is powered
Remove from benchmark list
Fix LiquidContainer server NRE
Merge from farming_optimisation (server side farming performance improvements, split fluids evenly when draining through splitters and heaters now affect planter temperature)
Fix cam zoom lerp not being multiplied by delta time (fixes camzoomlerp convar not working with midi binds)
Merge from dialogue_graph
Moved client gib creation to a new virtual SpawnGibs method that gets called from DoDestroyEffects
New SeasonalTimedExplosive class to manage gibs since we can't disable the gibbable on the gameobject any more
Fix a player getting stuck in the recent drivers queue of a car if the queue has multiple drivers in it
Check server state in CeilingLight growable refresh (like the GrowableHeatSource component)
Spawn all car gibs
Tweak position/rotation calculation
Fixed car conditional gibs not working
Added a uniqueId field to Gibbable to help identify specific components in situations where we need to only deploy specific gibs (like with car components)
Tweak force position when paddling
Halve push force if floating in water
Rename kayak seats for consistency
Fixed gib rotation
Prefab cleanup
Fix doors checking for blockages when opening if checkPhysBoxesOnOpen is false (fixes garage door getting stuck closed if a vehicle is stuck in it)
Check line exists before reading
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Transition viewmodel to paddle mode immediately if deployed while on a kayak
Rename canoe to kayak and oar to paddle
Reorganized relevant directories
Can now Left/Right paddle with lmb/rmb (using wasd still works)
Add check for IsDestroyed in all WantsSplash implementations
Code review:
Use prefab resource id instead of calling StringPool
Code review:
Change PushLiquid in LiquidContainer to CheckPushLiquid
Null check time cached values
Use IsValid check where possible (and in IOEntity)
Ensure push targets don't get double added
Better sprinkler splash randomisation
Merge from gib_pool/merge
Merge fixes for gib velocity