10,618 Commits over 4,444 Days - 0.10cph!
Fixed edge case blocking way too large of an area for other player missions when a player accepts a mission
Subtracting
65396 since it didn't do shit
Fixed IndexOutOfRangeException edge case (untested, for helk)
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Fixed WorldPositionGenerator NRE (introduced with the partial rewrite)
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WorldPositionGenerator partial rewrite (fixed incorrect position calculation + missing valid spawn positions under certain conditions)
Fixed BeachGen having invalid spawn filter ("TopologyAny" checks are not allowed to be empty, since that will always be false)
Fixed mission objectives sometimes spawning in invalid locations (completely ignoring SpawnFilter)
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Added World.LoadedFromSave boolean (can be checked in BaseEntity.Spawn and BaseEntity.Load to see if the current session was loaded from a save)
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Fixed NRE during loading screen when loading demos without the matching map file
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Just Unity Things (may fix mission NRE in standalone)
Fixed bottom underwater lab end caps facing the wrong way
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Fixed bullet proof moonpool water
Moonpool water collider now uses a box collider rather than a convex mesh collider
Fixed "look rotation viewing vector zero" during underwater labs generation (caused by yesterday's changes)
Added monument topology around the long underwater lab tubes (since there can be no legs nearby, which would usually add the topology)
Added additional TerrainFilter checks to icebergs
If underwater lab ends up extremely small (less than 25 segments), retry a couple of different configurations
Underwater lab seeds no longer cross contaminate other underwater lab seeds (more consistent results when things are tweaked)
Prefab updates to enable the small secondary moonpools
Fixed incorrect GenerateDungeonBase socket alignment calculation which prevented certain sockets from correctly acting as male sockets (didn't affect them as female sockets)
Better secondary moonpool code