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12,474 Commits over 2,131 Days - 0.24cph!

5 Years Ago
Added an UI prompt to disable r/w on meshes that are fully overriden by primitives
5 Years Ago
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5 Years Ago
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5 Years Ago
Make sure prefab exists in ConditionalModel attribute setup
5 Years Ago
Re-enable auto sync transforms
5 Years Ago
Make targetprefabid an accessor with private set
5 Years Ago
Merge from main
5 Years Ago
Only get transform.position once during land direction check
5 Years Ago
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5 Years Ago
Remove distance stat tracking (we never used it) Only get world velocity once
5 Years Ago
Merge from main
5 Years Ago
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
5 Years Ago
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
5 Years Ago
Moved the wake up process to WaterInflatable
5 Years Ago
Refactored duplicated skin ownership checks into a method
5 Years Ago
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
5 Years Ago
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
5 Years Ago
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
5 Years Ago
Increase max mount distance on beach chair Moved eye position further back on the chair
5 Years Ago
Merge from main
5 Years Ago
Smoothed eye position no longer uses a unparented transform
5 Years Ago
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
5 Years Ago
Revert DLC item skipping in item generation Print a warning if an item shortname is null or empty
5 Years Ago
Merge from summer_dlc
5 Years Ago
Remove old head space check again
5 Years Ago
Merge from main
5 Years Ago
Merge from main
5 Years Ago
Cleanup, add some help strings to new commands
5 Years Ago
Merge from main
5 Years Ago
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
5 Years Ago
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
5 Years Ago
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
5 Years Ago
Pools can now accept fresh and salt water (had to update descriptions)
5 Years Ago
Don't render workshop icons for skins that are hidden in workshop (DLC skins)
5 Years Ago
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5 Years Ago
Merge from main
5 Years Ago
Another attempt to stop Trigger NRE's on water volumes
5 Years Ago
Merge from corpse_floating2
5 Years Ago
Make sure corpse joint exists
5 Years Ago
Cleanup
5 Years Ago
Hopefully fixed NRE when exiting pool after a player had died in the pool
5 Years Ago
Fixes
5 Years Ago
Move the water volume clipping plane down slightly on the above ground pool
5 Years Ago
Another attempt at fixing corpse floating
5 Years Ago
Buoyancy components that are marked as client-side will now actually float on the client Enabled client-side buoyancy on the player ragdoll
5 Years Ago
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5 Years Ago
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
5 Years Ago
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
5 Years Ago
Added another cutoff plane to the above ground pool so the water overlay doesn't trigger when standing underneath a full pool
5 Years Ago
Potential fix for NRE when being killed in a pool