250,517 Commits over 3,959 Days - 2.64cph!
player.fillwater command now fills the maximum amount of water a container can take instead of just 999, also skips containers with no lid (bucket)
Fixed IO regression causing sprinklers to not run when connected directly to a Water Barrel
ModularCarAudio - Avoid divide by zero if max speed is zero.
Fixed possible exception in ScientistNPC OnKilled
New centre of mass icon, and centre of mass changes to better support upcoming explosion forces. More realistic positioning, using anti-roll to counteract the higher COM.
Add new TriggerWetness class to affect player wetness in a trigger
Added a TriggerWetness volume to sprinklers
Subtractive merge from collider conditionals removal commit. Unfortunately the compound collider bug does seem to still be around.
Support modules with liquid containers in the vehicle lift preview.
First attempt at vertex merging
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Added support for deployable guide meshes to display with a local rotation and position offset
Flipped the fluid combiner so it places in the opposite orientation from the splitter
New fluid combiner material
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Merge from Main->Vehicles
When using the vehicle lift, show a small loot panel for a selected vehicle module if that module itself has internal storage. Allows for more easily emptying modules to allow them to be moved or removed.
Merge from watercatchersupdated
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Hooked up new animator states
modular car audio tweaks and polish
Add HasComponent extension methods for Component and GameObject
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Add tool name label to tool menu
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Added Panel:SetTooltipPanelOverride
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Showing some gizmos to preview splits.
GrabZoom is now a tool, is on off hand by default
Better floor / ceiling triangulation
Fixed typo in GrabZoom
When dragging vertices, show a widget at the start position
use more reliable fallback system for localization
[D11] Fix for player not sending snapshots after force disconnect. In fact it fixes the logging, snapshots are still being sent.
resource/localization loads from addons properly
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Added fogmaxdensity to sky_camera
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Exporting prefabs, loading them in game properly
Moved bandit town changes into prefabs to prevent issues with HDRP merge
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