branchrust_reboot/main/summer_dlccancel
416 Commits over 61 Days - 0.28cph!
Lightened the picture frame glass albedo texture and changed the material so that images don't appear so dark.
New WaterInflatable protection config for boogie board and inner tube, makes them much more vulnerable to bullet and slash damage and fixes them being invulnerable to thrown weapons
Also fixed paddling pool not taking damage from thrown weapons
Made a client version of the out of water check since the buoyancy check will only work on the server in builds
Inherit 50% of player velocity when placing boogie board
Move the mounted UpdatePlayerModel to before modelState.FrameUpdate (fixes players switching to standing for a frame when taking damage while mounted)
Apply 70,90 third person camera fov clamp for boogie board
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
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
Fix accidental double GetItem
Remove old head space check again
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
mark water guns as hostile
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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Update water gun descriptions from placeholder.
reduced cloth cost on parasol
reduced sun glasses crafting time
Toned down speed of liquid in watergun and waterpistol
Re-enable ownership check on summer dlc
Repair bench can now switch skins from a redirected skin back to a non-redirected skin (only affects summer dlc items)
Hopefully fix players not being dismounted from inflatables when a pool is destroyed
Water guns no longer accidentally convert salt water to regular water
Removed duplicate liquid wobble from watergun
Added backface mesh to waterpistol
reduce crafting cost of Large Photo Frame
disable Craggy Island firing range