Bump the default Visuals.ExpiryWarningSeconds window from 2 → 3.5 s so the orange→red
hue ramp gives the wearer a more useful heads-up before the shield drops. Existing
configs still honour their saved value; delete the line under [Visuals] to pick up the
new default.
0.2.1
Fix shielded players getting stuck wading from sand into shallow water. The 0.2.0 sand-fix
bailed on every vanilla-found ground; now it only bails when that ground is at or above
the water surface, and re-enables synthetic water-walk when vanilla snapped to a submerged
sand floor.
Fix the expiry hue ramp not actually showing on the bubble shield. The shield visual is a
ParticleSystemRenderer, which ignores MaterialPropertyBlock color overrides; now sets
ParticleSystem.MainModule.startColor directly and restores the original on reset.
0.2.0
Fix shielded players getting stuck in sand (and occasionally other terrain) when exiting a
water hazard. The synthetic-ground postfix now leaves real terrain alone whenever the
vanilla ground check already found a contact, so shore terrain isn't replaced by our
NotTerrain water proxy.
Add an expiry warning hue: the local player's bubble shield ramps from its base color
through orange and into red over the configured trailing window (default 2 s) so the
wearer gets a visual countdown before the shield drops. Configurable under Visuals.
Silence per-frame water-walk decision logs by default. Flip Diagnostics.VerboseLogging
to true to bring them back when reporting an issue.
0.1.1
Refine water-surface walking so shielded players consistently rise to and walk on the water surface.
Add targeted debug logging for shield and water-surface decisions.
Replace the package icon with the final cover art.
0.1.0
Initial BubbleBoi release.
Players can walk on water while the electromagnet shield is active.
Normal water behavior resumes immediately when the shield expires.