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Readd Building Patches #2069
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Readd Building Patches #2069
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… the pattern, and not reading the latest instruction in a method
…e saving/relaying part.
…eCells (on client-side)
…id, and to have cooldown on base building when another interacts with it.
…cordingly (WaterPark still to fix)
…eplaced by GlobalRootEntity)
…ty object, and added back destroying overlapping entities (e.g vines) and safety when deleting a base with player inside (shouldn't be possible anyway)
…, added EntityPostSpawner (for bench), fixed some issues with base updating, improved the entity implementation of bases, moved Resolve to a global using in NitroxPatcher and NitroxClient
…ng stackoverflow, built InteriorPieces not being assigned to the right type (in server processor), add a throttle for ModifyConstructedPacket, removed a false error logging
… inventory/fishes sync/restore for larger water parks. Split PostSpawnProcessors into for Constructables and Modules.
…bles not being correctly lighted on reconnect
…and implemented building in cyclops
…d a delete GameObject button to the scene debugger
…ration count of client-side. Clients now know when they're desynced from a base building
…a bug on placing modules
…he loadout weight), save InteriorPiece already included children, add a temporary energy refill to power sources on spawn Co-authored-by: Jannify <23176718+Jannify@users.noreply.github.com>
…wn files, now recreate a player entity when it couldn't be found
…e docking/undocking, use cache for ghost/interior piece/module prefab querying
…g when hovering a plant with planter open, fixed wrong parenting to WaterPark (for big room)
This generator also optimizes how MethodInfos are retrieved during patching.
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Readded the legacy building patches, caused building errors