10,834 Commits over 3,867 Days - 0.12cph!
Conditional wall corners are tagged as DeployVolumeIgnore (no longer block placement of adjacent wall frame inserts at certain angles)
Fixed being unable to study a blueprint even if some of the items it unlocks weren't unlocked yet (square / triangle ladder hatches and grills)
Added PositionLerp.Snapshot method without serverTime (can be used to inject fake positions on the client before any server positions have been received)
Added InvokeHandlerFixedTime (uses Time.fixedTime instead of Time.time)
Added PositionTickFixedTime override to BaseEntity (sends network update right after FixedUpdate if true)
Added interpolation inertia (start with 0 interpolation delay for immediate movement with no delay, then ramp it up over the inertia time)
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Fixed ceiling light deploy issues under triangle floors
Fixed "Wall conditional corners show when placed adjacent to a backwards wall and a wall behind (triangle foundation)"
Fixed "Unable to replace furnace under triangle frame"
Fixed "Wall conditional corners show when placed adjacent to a backwards wall and a wall behind"
Fixed wall frame insert placement issues next to spiral stairs with some specific rotations
Subtracting
51078 (significantly increased loadtime)
Cherry picking
42341 from hdrp (print_foliage console command)
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Unlock both square and triangle versions of the floor grill and ladder hatch with a single research
ItemBlueprint has additionalUnlocks list to unlock items other than the item they belong to
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Added floor socket to triangle spiral stairs to remove the conditional model when a floor is next to the stairs
ModelConditionTest_SpiralStairs now handles both square and triangle spiral stairs, removed ModelConditionTest_SpiralStairsTriangle again
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Disable lerping when a child entity is attached to any bone (not just for the "closest bone" feature)
Removed ancient NetworkPositionTick hack for child entities that should no longer be required
Cherry picking
50679 (parents send UpdateNetworkGroup to children that do not inherit their network group)
Added ModelConditionTest_SpiralStairsTriangle to show the landing on the triangle spiral stairs (TODO: Remove the landing when a floor is placed next to the triangle stairs)
DeployVolume checks ignore colliders on game objects that are tagged with DeployVolumeIgnore
Added DeployShell to walls and floors
Added DeployShell to unify deployable placement on building blocks, no matter what their tier is
Made a couple of building block gizmos only show up if the actual component game object is selected (not when the root game object is selected)
Removed standard_collider from several building blocks (will need a different solution, this doesn't work)
Fixed metal triangle spiral stairs using the square spiral stairs movement colliders
Fixed twig and wood triangle spiral stairs using the square spiral stairs movement colliders
Fixed position offset on twig triangle spiral stairs movement collider
See if parent objects can be deleted as well (if they are empty) when stripping PrefabAttribute scripts (greatly reduces building block memory footprint, shouldn't cause any issues with player rigs but will need testing)
Fixed ramp metal tier colliders not existing on the server