108,025 Commits over 3,867 Days - 1.16cph!
New roof conditional models - LODs/Colliders/Gibs
color corrected some atlases
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
Fixed merge degradation on these prefabs.
Fixed launch site degradation + s2p
Fixed degradation in modular bunker prefabs.
Another audio bundle experiment
Added siren flare cull component to prefabs
Component to LOD animations for siren flares
barricade cover volumes, costs, repair
barricade cover icon and sockets
barricade cover deployable setup
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Attempt to fix "Couldn't find sound" on animation-driven sounds (regression from 52993)
RecipeDictionary tweaks and some profiler changes.
fixed tesla coil receiving damage through walls
Attempt to fix "SoundPlayer bundle assignment doesn't seem to work sometimes"
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
Tidyup, dynamic, find flare utils
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