108,007 Commits over 3,867 Days - 1.16cph!
Watergun parameter & curve fixes
Looking for properties on prefabs
NRE checks just to be safe
Invert watergun effect speed curves
Changed many colliders into primitives + manifest rebuild.
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watergun player reload anim update, override changes
subtract prefab changes (wrong branch)
setup final water gun effects on prefabs, re-link everything.
Remove water pistol skinnable
Fix player seed resetting on death in a demo
Don't show dlc items in the new workshop item UI
Reduce car collision damage by around 33% in general (re general user complaints about it being too high).
Combine error text for BaseModularVehicle socket errors
Skins setup for paddling pool
Null check for ModularCarAudio
Extra check on baseVehicleLODs when calling RefreshLODSets(). Experimental fix for rare NREs on Sentry.
Improved modular car lift Prevent Building, Deploy Volume, and Entity Bounds. Lifts can now be placed in tighter areas, including T-shaped floor sections.
Move TriggerBase logged warnings behind ConVar.Debugging.checktriggers
Tweaked splash effect rotations again
Increase range of water vehicle wakeup notification when adding water to cover all of the above ground pool
Merge from Main->Vehicles
Increased bounds of inside area checks on above ground pool to make it a bit more forgiving when placing on uneven surfaces like terrain
Various waterpistol & gun fixes.
Improved water factor handling on water volumes, players are now able to properly swim in the above ground pool
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Fixed wrong repair/pickup refs for parasol
Use burlap bag for sunglasses world item
Modified prevent building volume on table so that small entities can be placed on top
Refactor the import analyzers to share a common base class
Utils for finding prefab properties.
WaterInflatable build fix
Reworked prevent building volumes on above ground pool so it doesn't block board deployment
Ran the texture import analyzer on everything (saves ~600MB of RAM maybe)
Texture analyzer to disable crunch compression