12,474 Commits over 2,131 Days - 0.24cph!
Added an UI prompt to disable r/w on meshes that are fully overriden by primitives
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Make sure prefab exists in ConditionalModel attribute setup
Re-enable auto sync transforms
Make targetprefabid an accessor with private set
Only get transform.position once during land direction check
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Remove distance stat tracking (we never used it)
Only get world velocity once
Use existing server directory method to save and load loadouts
Use existing client directory method to save and load midi binds
Return a pooled list
WaterVolume trigger is now always on so we don't have to do a Vis check to wake up any rigidbodies in the pool
Lowered upwards force amount when waking up an inflatable
Moved the wake up process to WaterInflatable
Refactored duplicated skin ownership checks into a method
Revert SocketMod_WaterDepth to prior logic and added a new optional AllowWaterVolumes that checks for any water volumes
Should be more reliable than comparing water heights
WaterVolume tests now return WaterInfo instead of just water height and depth
Added an IsInWaterVolume method
Update WakeCheck in Buoyancy to only query water system once
Pass the correct type into a the wake up Vis process on PaddlingPool to save a cast
Use the world space bounds instead of an overlap sphere when waking up inflatables at the bottom of the pool
Increase max mount distance on beach chair
Moved eye position further back on the chair
Smoothed eye position no longer uses a unparented transform
WaterVolume cleanup
Update clipping layermask on dismount check for WaterInflatable
OnDeployed is now called by the planner and added the placing player to the method parameters
Removed a redundant InvalidateNetworkCache
Use water volume contents to find boards/tubes to kill instead of Vis
Revert DLC item skipping in item generation
Print a warning if an item shortname is null or empty
Remove old head space check again
Cleanup, add some help strings to new commands
Change capsule check to SphereCheck, move it to FixedUpdate for more reliability
Removed foliage displacement component from boogie board
Fixed incorrect bounds on inner tube and boogie board, was contributing to some incorrect dismount position validity checks
Replace the dismount check raycast with a CheckCapsule (like BaseVehicle) and increase it's frequency (0.25s -> 0.1s)
Kill WaterInflatables that are in a pool when the pool is destroyed
Added an inherit velocity option to the boogie board so when deployed in front of a player running forwards it will start with some movement
Pools can now accept fresh and salt water (had to update descriptions)
Don't render workshop icons for skins that are hidden in workshop (DLC skins)
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Another attempt to stop Trigger NRE's on water volumes
Merge from corpse_floating2
Make sure corpse joint exists
Hopefully fixed NRE when exiting pool after a player had died in the pool
Move the water volume clipping plane down slightly on the above ground pool
Another attempt at fixing corpse floating
Buoyancy components that are marked as client-side will now actually float on the client
Enabled client-side buoyancy on the player ragdoll
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Update pool descriptions to specify they only accept fresh water
Revert marking objects dirty when recalculating bounds, it seems to be marking a lot of prefabs as changed
Fixed above ground pool bounds being wildly wrong, should fix some building privilege issues when placing
Recalculating the bounds now marks the prefab as dirty
Added another cutoff plane to the above ground pool so the water overlay doesn't trigger when standing underneath a full pool
Potential fix for NRE when being killed in a pool