branchrust_reboot/main/fix_foundation_clipping_rockscancel
18 Commits over 151 Days - 0.00cph!
Re-enable `canPlaceInsideRocks` on the terrain checks of foundation prefabs
Undo changes to foundation prefabs since the merge messed up at some point and they ended up with 2x MeshRenderer components throwing strange errors
Readd god rock & anvil rock to craggy
Reapply Antihack.cs #if SERVER changes
merge from main -> fix_foundation_clipping_rocks
merge from main -> fix_foundation_clipping_rocks
Fix bunch of compile errors from antihack "is inside rock" being ran on the client now
- made the relevant antihack convars replicated
Re-apply SocketMod_TerrainCheck changes manually after merge from main
Add ConVar `terraincheck_canplaceinsiderocks` to toggle if foundation corners count as valid when clipping inside rocks (default true)
merge from main -> fix_foundation_clipping_rocks
Add god rock & anvil rock on the separate island on craggy for testing purposes
Enable on foundation & triangle foundation
Add ability for certain SocketMod_TerrainCheck to count as in-ground when clipped into rock (so we don't introduce bugs on other deployables)
Use Antihack.IsInsideMesh() to determine if a terrain corner is clipped into a rock, fixing foundations placed on top of tall rocks and clipped into it not being buildable
Bypass placing in rock check for square & triangle foundation
- allows the foundations to clip into the "ground" even if it's a rock, the same way they can clip into the terrain normally
- should be safe because placing foundations alone into rocks doesn't do anything useful & there should be additional checks if the foundation is completely in the rock
Add support for certain prefabs to bypass TestPlacingThroughRock()
Add a big cliff to CraggyIsland as all the old ones got nuked during the world update
- put below the power lines so it's not floating anymore & gives us a place to test the bug