123,794 Commits over 4,171 Days - 1.24cph!
Refactored both pools to inherit from LiquidContainer in order to work correctly with buckets
Can now drain pools properly by holding RMB while holding a LiquidVessel (jug/bucket/etc)
Player corpses now float in pools
Fixed being able to place water pumps in pool that were on foundations on top of the ocean
Inner Tubes and Boogie boards will now be destroyed instantly if an active vehicle collides with them (boat/minicopter/etc)
Speculative PaddlingPool/WaterVolume NRE fixes
Prefab variants and skin setup for mesh replacement inner tubes
IConsumableWaterVolume test.
Stop LiquidWeaponEffects sounds on disable
inner tube and paddling pool destroy sounds
Swap Fun_Water and Collision damage types getting switched around in merge from main, set waterguns to use Fun_Water again
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Fixed the fix for the water splash impact
Reduce water gun splash radius
Better craggy watergun test range
boogie board - updated mount position to align 3rd person hands better
added .entity suffix to instant camera entity
updates to instant camera entity
merge from main (please don't break this time)
Splash impact visibility improv
Looking for properties on prefabs
Watergun parameter & curve fixes
NRE checks just to be safe
Invert watergun effect speed curves
Changed many colliders into primitives + manifest rebuild.
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