10,943 Commits over 1,950 Days - 0.23cph!
Merge from world_update_2
Merge from world_update_2
Fixed explosives not playing their underwater effect when they detonate under the lake
Added a system to block water pump placement in swimming pools but still allow it in natural water sources like lakes
Fixed dropped items not sinking properly like they do in the ocean (will need a S2P, I'll just do all of them at the end of the day)
Fixed not being able to fill water containers from lakes and oases
S2P all new water monuments
Fixed being unable to drink from lakes and oases
Update manifest, delete some old meta files and fix lake A alpha texture not importing
Merge from truck_junkpile_terrain_fix
Rotated the toolbox spawn on junkpile G to face away from the cabin
Move crate/parts/barrel spawner on junkpile A and H slightly, hopefully prevent under terrain placement
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Merge from world_update2 (discard manifest changes)
Merge from safemode_prompt
Added a big scary are you sure prompt when pressing the safe mode button in the options menu
Disables the button for 5 seconds to encourage players to read what that button does
Merge from truck_junkpile_terrain_fix
Moved the car parts spawner on junkpile_g so it shouldn't spawn underground
Merge from workbench_rpc_fix
Added server.uselegacyworkbenchinteraction replicated convar, when enabled interacting with workbenches will open a loot panel with a button to open the tech tree instead of going striaght into the tabbed tech tree interface
Should help with mod backwards compatibility
Merge from elevator_parenting/net_vis
Merge from bradley_death_screen
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Scene improvements, testing a right hand IK controller for easier placement during editing
Use the diff of the pose instead of saaving the whole pose, ensures any zeroed out poses are accurate to the underlying data
Added an ADS version of the rifle poses
Simplify blend to just work between two closest points, works a lot better
Fixed missing capitalisation on item name
Added a new Particle system Ik fix using a new component - ParticleSystemPostIK
Instead of manually repositioning each particle in a job like the old system, this just runs Simulate in a LateUpdate after the IK pass so we preserve all the behaviour of the particle system
Requires Particle Systems to have Play On Awake turned off, so this won't work for systems that need to be toggled on and off
Disabled ToggleVisiblityTrigger on canyon volumes (WaterCullingVolume should handle the visuals)
Fixed fishing not working in the new lakes and oasis's
See new LakeWaterBody prefab
Merge from elevator_parenting
Merge from workcart_decal_fix
Merge from tutorial_button_resize
Now covers all spine bones
First full loop of an editable pose offset with that pose offset being applied at runtime
Only affects Spine1 right now, needs more refactoring