13,600 Commits over 2,710 Days - 0.21cph!
Merge from summer_dlc/skins
Fix skins not applying to gibs on boogie board, parasol and chair
Sunglasses skins
Fixed sunglasses not being craftable
Refactored both pools to inherit from LiquidContainer in order to work correctly with buckets
Can now drain pools properly by holding RMB while holding a LiquidVessel (jug/bucket/etc)
Player corpses now float in pools
Fixed being able to place water pumps in pool that were on foundations on top of the ocean
Inner Tubes and Boogie boards will now be destroyed instantly if an active vehicle collides with them (boat/minicopter/etc)
Speculative PaddlingPool/WaterVolume NRE fixes
Prefab variants and skin setup for mesh replacement inner tubes
Remove water pistol skinnable
Fix player seed resetting on death in a demo
Don't show dlc items in the new workshop item UI
Skins setup for paddling pool
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