11,009 Commits over 4,048 Days - 0.11cph!
Merge from train_tunnel_altitude_2
Fixed cases of some underground train tunnel triggers peaking out of terrain
Fixed underwater labs colliding with underground train tunnels at the new altitude
Merge from primitive (few merge conflicts in this one)
Rearranging to hopefully get a better merge diff
Delay damage and impact effect on BaseProjectile.ServerUse by projectile travel time if it's more than 200ms
Fixed Projectile.noheadshots not resetting when a projectile is pooled (old bug, the only issue from this I could find is relatively minor: the parameter could leak from authoritative projectiles into effect projectiles of the same type, causing incorrect visuals for effect projectiles; thankfully it could not leak the other way around)
Moved the reset of some variables from Effect.Init to Effect.Clear to avoid duplicating that code into all Effect.Init overloads
Fixed missing reset of the new distanceOverride in one of the Effect.Init overloads, which caused it to leak from AutoTurret arrows into player arrows
Moved effect projectile gravity bypass to Projectile.noGravity
Subtracting previous shoreVector fuckery
Fixed TerrainTexturing.Instance not being updated in Setup()
Merge from train_tunnel_altitude_2
Merge from train_tunnel_altitude
Added EnvironmetnVolumeCheck to cliff_coastal
Merge from train_tunnel_altitude
Merge from train_tunnel_altitude_2
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
Merge from train_tunnel_altitude_2
Added ApplyEnvironmentVolumeChecks to SpawnHandler
Added EnvironmentVolumeCheck component to divesites
DungeonGridInfo ClosestGridCell fix (missing WorldSpaceGrid RoundingMode)
WorldSpaceGrid alignment fixes
Removed Update Game Manifest (Fast) since it's bullshit
Renamed Update Game Manifest to Update Game Manifest (Unoptimized)
▍▄▉▇▄▅▄ ▇▇▆▄▉ ▅▍▋ ▇▍ ▍█▍▉█▌▄▊▅ █▅▉▉▋ ▄▋▇▍ ▆▋▊▆▉▇ ▍▌▊▉▇▍▌ (!)
ScriptableWorldConfig are now inside a Resources folder and loaded with Resources.LoadAll
The problem in the original implementation is that it would have needed explicit bundle assignment, as nothing was referencing those assets in order to pull them into a bundle, this feels more robust and mirrors what we do in other places (like GameModeManifest)
Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
Updated workspace to Unity 2022.3.55f1 (all builds have already been switched over)
▋▊▄▅▆▆▅█▉▅▅▍▍_▄▋▅_▍▅▌▌▋.▍▊▇ ▋▌▆▉█▊ █▌ ▊▋█▌█▊ ▌▍▌▍▍
JunkPile.SpawnInitial happens across multiple frames instead of all at once
▌▉▍▄▍▉▅▆▅▌▍▅▅_▍▆▍_▇▊▊▊▍.▍▆▇ ▍▊▌▆▌▊ ▍▄ ▌▇█▉▌▅
ProceduralMapTesting updates
Merge from train_tunnel_altitude_2
Added EnvironmentVolumeCheck to check if a prefab overlaps certain environment volumes and reject placement if it does
Added EnvironmentVolumeCheck to cliff_jutting to prevent them from overlapping the underground train tunnels
GenerateDungeonGrid stays within terrain bounds
Merge from train_tunnel_altitude_2
Fixed terrain around train tunnel above / below ground connection
Climate update (copying temperate parameters to jungle)
RustNative update (jungle biome has forest topology everywhere)
TerrainConfig update (copying temperate parameters to jungle)