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[D11][#3980] Dome barrel spawning does not exceed spawn points
[D11][Gameplay][#3912] Daytime cycle lasts for 50 minutes
[D11] Bump xb1 app version
[D11] [UI] Fixed pie wheel pointer being offset on Quick Chat menu.
Cap max explosion force a bit lower
merge from easter2020_disable
[D11] Re-enable satchel charge deployed
[D11][#4006] Fix for been kicked for picking up a sleeping bag
Remove Model.cs components from modular car chassis and modules. Fixes issues with satchel charge etc parenting (getting attached to inactive objects in heirarchy, or attached to moving parts like steering wheel) since now everything simply falls back to attaching to the base transform. If we end up needing the model scripts in the future, we can potentially add a bool flag instead that simply saves the base transform as the only "bone".
Subtractive merge of #
49711.
[D11] Updated spawn filter to prevent player spawning on snow
Adjust sprinkler height offset based on angle of sprinkler - full offset when mounted on a ceiling, no offset when mounted on the floor, 50% offset when mounted on a wall
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updating vehicle lift gib rotation
Merge just to get that missing meta file
Commit missing CraggyIsland.Easter.unity.meta file
Merge from Main->Vehicles
Extra null checks for player.lookingAtCollider
Enable even output split on the 2module fuel tank
Fix crash when removing seating
Renamed wantsSplash interface method to WantsSplash
Added Vis.Entities method that overlaps in a Capsule rather than a sphere, takes a start position, end position and a radius
Updated the sprinkler to use new capsule overlap rather than a sphere to better catch objects at the same height as well as hitting planters when mounted on a high ceiling
Fixed sprinkler not applying sprinkler height convar correctly when not mounted on a ceiling
Sprinklers can now defuse bean can grenades (about 90% effective, if a grenade randomly gets a super short fuse they might explode before the sprinkler ticks)
DudTimedExplosive now looks all the way up the entity hierarchy to see if it was on a moving object, instead of just at the immediate entity. Fixes dud explosives on sub-entities from staying stuck on and messing with physics.
Fixed a case where water wouldn't drain from liquid container (regression introduced on this branch)
Doubled tick rate of sprinkler and halved output per tick - total amount of water distributed should be the same
Lowered water to extinguish of most fireballs to make it extinguishable by sprinklers
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Update fluid combiner icon
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Model.cs now ignores inactive GameObjects in FindClosestBone. Fixes satchel charges etc sometimes sticking to inactive GameObjects and endnig up being invisible. Needs code review.
Monument benchmark errors fixes
Fixed missing terrain pyramid shader level between 200 and 300
Fixed missing terrain potato detail for shader level below 300
Entity.PlayScene now has a second return value - the scene entity, removing which will allow for stopping the scene from continuing to play.
Cherrypicking
49699 Throwable fix
Fluid combiner model and updated material/textures
Fixed errors when running monument benchmark standalone.