BubbleBoi
Lets players walk on water while the electromagnet shield is active.
CHANGELOG
Changelog
0.2.2
- Bump the default
Visuals.ExpiryWarningSecondswindow 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 ignoresMaterialPropertyBlockcolor overrides; now setsParticleSystem.MainModule.startColordirectly 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
NotTerrainwater 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.VerboseLoggingtotrueto 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.