13,622 Commits over 2,741 Days - 0.21cph!
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Manually fixed some merge issues in IOEntity
Made PushLiquid respect backtracking convar
Made a new IOEntity field IsGravitySource to use instead of RootEntity when determining the source of a gravity fed input
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Respect IO backtracking convar in Sprinkler and LiquidContainer
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Fixed fluid entities sometimes not turning off when connections were destroyed
Fixed an NRE when making connections to fluid entities with more than one output
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Updated the crosshair gravity warning when connecting hoses to use the new Root check logic
Compile fixes
Sprinkler decays every time it splashes
Rotate sprinkler mesh so hose point matches mesh
Added some profiler coverage to IO areas of interest
player.mount now works for horses
Fixed player.mount not working correctly
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Fixed another fluid IO connection issue
Fixed being able to bypass gravity restrictions by chaining together IO entities
Gravity restriction now compares height to the closest RootEntity in the IO chain, rather than just the last connected entity
Disabled being able to splash liquid on water barrels/containers to fill them up
Fill water loop based on player belt length and not hardcoded value
Fixed water purifer missing references
Can now fill containers with salt water using player.fillwater by passing "salt" as an argument
Fixed water wells missing loot panel and not producing water
Ran Scene2Prefab for all water wells to propagate changes
Fixed some IOEntityEditor exceptions if the selected object is missing some serialised fields
LiquidContainer uses already existing OnItemAddedOrRemoved virtual method rather than registering a new callback
Fix incorrect pickup/repair item on fluid splitter/sprinkler/fluid switch
Tweaked position of model and IO slots on fluid splitter
Fluid splitter now shows HP and is easier to destroy
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Remove another layout controller and don't run a coroutine when opening the expanded life stats
Switch the expanded death screen stats to RustLayout instead of unity components
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