4,692 Commits over 1,341 Days - 0.15cph!
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
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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
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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"
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