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2h 34m 11s logged

Devlog #idk :kekw:

  1. Balanced the full vacuum and backpack economy
    Built out cost, CoinsMultiplier, TrashMultiplier, WalkSpeedMultiplier, and Storage values for all 15 vacuums and 15 backpacks, scaling up to a 50,000,000 coin top vacuum and 500,000 trash capacity on the max backpack — designed for a long-term progression curve.

  2. Finalized vacuum CleaningSize values
    Locked in whole-number cleaning sizes for all 15 vacuums, starting at 6, 2, 3 on the first vacuum and scaling up to 55, 2, 55 on the last, with Y (height) kept flat.

  3. Reworked how the cleaning hitbox is positioned
    The hitbox used to be placed relative to each vacuum model’s own PrimaryPart, which caused inconsistent rotation and placement across different vacuum models (notably the 15th vacuum’s hitbox was flipped vertically). Switched it to be positioned relative to the player’s HumanoidRootPart instead, using one simple offset (left/right, up/down, forward/back) with no rotation math needed.

  4. Fixed the old hitbox not clearing on vacuum switch
    After the rework, switching vacuums left the previous hitbox behind since it was no longer a child of the vacuum model being destroyed. Added explicit cleanup to destroy the old hitbox by name whenever a new vacuum is equipped.

  5. Fixed the hitbox falsely triggering Shop/Sell zones
    Parenting the hitbox directly to the character (from step 3’s rework) caused Shop and Sell triggers to treat hitbox collisions as the player themselves touching them. Fixed by parenting the hitbox back inside the vacuum clone while keeping it welded to the player for positioning, so it no longer gets mistaken for the player’s body.

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