10,922 Commits over 3,959 Days - 0.11cph!
Simplified the scripts some more
Triangle roof deploy volume adjustments
Triangle roof socket adjustments
Added conditional corner pieces to the prefabs of all tiers
Adjusted ModelConditionTest_RoofLeft and RoofRight variable default values
Merge from building_blocks_2020
Subtracting
51815 (ConditionalModelFallback) since it didn't work out and we now have a better solution
Rewriting everything so it sucks less
Merge from building_blocks_2020
Better audio bundle (fixes a random build server issue that required SoundPlayer / SoundDefinition assets to have explicit bundle assignments)
Explicitly assigning bundles on repair_full_metal and repair_metal (as a test)
Fix for car leaving player network getting "stuck" - the "empty chassis with FX playing" bug
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Slight road terrain offset tweak to prevent ground peaking through around intersections
Fixed roadside decor sometimes spawning on road at intersections
Moved roadside decor slightly further away from the road
Smoother road layout (both vertically and horizontally)
Smoother road joining (at intersections)
Side roads are slightly wider
Default world size is 4500
Vehicles send out network ticks immediately after they have a new position on the server to reduce input lag (override in BaseVehicle)
Merge from network_lerp_4
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Added ConditionalModelFallback (model to use when no other conditional models can be used)
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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