10,614 Commits over 4,413 Days - 0.10cph!
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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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