4,708 Commits over 1,341 Days - 0.15cph!
Raise min height of powerplant radiation puzzle
S2P
Raise height offset of NMS
S2P
Raise height of Launch Site PuzzleReset
S2P
Fix removed using statement in PuzzleReset
Apply minimum height to military tunnels
S2P
Add support for optional minimum height for sphere puzzle resets
merge from fix_nms_loot_reset -> main
Fix NMS not respawning loot after server restart
- caused by puzzle reset not being attached to a generator
- moved everything to a different PuzzleReset generator
S2P
Subtract CS
140319 (fix_foundation_clipping_rocks)
merge from main -> fix_foundation_clipping_rocks
merge from fix_foundation_clipping_rocks -> main
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
▅ ▄▆▍ █▆▌▇▇▊▊▊█ ▉▊▉ ▄▊▋▋▇▆▆ ▌▉▉▇▍█▊▆ ▌▌ ▇▉▆▊▍▄▉█▇█ ▇▍▊▌ ▌▄▊▊▊ ▄█▊▍▌██ ▍▌ ▌▌▊█
Fix stackable skinnable items not being having the skin applied to the world model when the item stack is split
- fixes grenade skins often not showing on the world model
Fix clothing not going into main inventory when hover alt looting clothing from chest -> player and backpack becomes full
Potential fix for bases decaying despite having upkeep on servers with high amount of building blocks
- previously was only purchasing 10min of upkeep time, so if it took longer than 10min to check every building block it eventually would start to decay
- needs testing
Remove unused method PurchaseUpkeepTime(float)
merge from fix_console_thread_cancel -> main
Potential fix for multiple console logging threads running at the same time, causing formatting issues
- cancel the CancellationTokenSource inside Enable() incase it gets called twice (editor only probably)
- cancel the CancellationTokenSource inside Disable() before unsubscribing from the callback
Add debris to roof & triangle roofs
- show debris locations in DrawGizmosSelected()
Add ConVar for `use_cached_stability`
- will cause all stability to use `CachedSupportValue()` instead of using `SupportValue()` which will return a different value
- fixes mismatch between what stability is set to, and the stability value read from supports
- should extremely rare situations where certain bases cause infinite stability updates due to the mismatch above
- may cause additional stability updates so locked behind a convar
merge from fix_texture_compression_npot -> main
Handle textures that are clamped to a maximum size from being falsely flagged as NPOT
Further fixes to make sleeping bags work with steam nicknams
merge from main -> fix_steam_nickname_bags
▊ ▋▆▋ ▄▆▋▋▄ ▉▉▍▅ ▇▄ ▄▉▅▅▆ ▍▍▆▉▋▇ ▄▄▊▄█▋ ▇▋▉▊▊▌ ▊▆▋▄▉▇ ▄▆▉ ▋▋▇ ▍▉▇▄▋▋█▊▍ ▋▅▋ ▄▄▄▋▉▇▌█▇▋▉▌█▌▇▍█▉▋▇ ▆▆ ▄▍█▆▄▋ ▅▄▌ ▌▅▄▍█▆▆ ▋▅ ▌▆▄ ▆▄█ ▊▌▇▉▅ █▄▋▉▋▍▅ ▇▆▇▅▇▇▌▊▋█▍▍▋▆ ▌▉▉ ▍▆▌▍▍▊▅▇ ▊▌█▌▇█▅▉▄ ▍█▌
merge from fix_batching_ghosting -> naval_update
Fix Render batching occasionally persisting after the prefab is deleted
- caused by RendererBatch being disabled before LODComponents and LODComponents resetting to the lowest LOD that has a batched mesh
merge from fix_boat_teleport_checks -> naval_update
Fix portal teleport check not ignoring the terrain margin properly
- make it also ignore TerrainMargin outside of editor too so it works on Craggy standalone (shouldn't affect Procgen as TerrainMargin will never be in the way of the boats)
Re-enable dynamic occlusion pausing by default again
merge from main -> fix_dynamic_occlusion_pausing
merge from icon_renderer_path -> main
Allow path to be overwritten for PropRenderer
- allows it to skip the "update the item's icon"
▅ ▍▉▋▅▇ ▍▆▆▇ █▇▄▋▊▆▅█▌▄▋▍▊▍▌▆▇▄▊█ █▉ ▉▄▆▆
▉ ▅█▄▌▊ ▊▋▌▆▆▄ ▍▅ ▉▇▍▉▋▍▇ ▆▅▍ ▉▇▌▅ ▋▄▇ ▋▇▍▅▅▉▇█ ▄▅▇ ▉▍▇▊▆ ▋▅▄ ▅▊▍▌▋▇ ▄ ▉▉▉▌█▍▌▌█
▄ ▌▋▌▇ ▌▅▆ ▋▌▉▆ ▆▊▌ ▋▉▍▊ ▉▆▄▍▉█ ▊▍ ▉▉▆▄▉▍▍▌ ▄▋▊▆█▇▄ ▍ ▌▌▋▍▊▄▍▄▆▅▊▉ ▄▌▅█▋▌ ▊▋ ▉▌▍▆▇▌▋▍▌▊ ▆▅ ▆▄▄ ▋ ▊▋▆▉▊▅ ▋▇▇ ▇▋▅▊▆▉