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Readd Building Patches #2069
Readd Building Patches #2069
Commits on Jul 16, 2023
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Fix transpiler pattern matching not adding instructions at the end of…
… the pattern, and not reading the latest instruction in a method
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Add a first implementation (unfinished and unclean) of the server-sid…
…e saving/relaying part.
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Added a BuildPieceIdentifier to be able to identify objects under Bas…
…eCells (on client-side)
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On the way to deprecate client force-updating bases when it's not val…
…id, and to have cooldown on base building when another interacts with it.
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Added NitroxId to interior pieces and NitroxEntity to IBaseModules ac…
…cordingly (WaterPark still to fix)
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Removed ExistsInGlobalRoot and WaterParkId fields from WorldEntity (r…
…eplaced by GlobalRootEntity)
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Fix MapRooms not getting a NitroxEntity attached to their functionali…
…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)
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Add sync/persistence for base pieces (not for alien containments tho)…
…, 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
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Fix moonpool not spawning vehicle, recursive search for players causi…
…ng stackoverflow, built InteriorPieces not being assigned to the right type (in server processor), add a throttle for ModifyConstructedPacket, removed a false error logging
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Add MapRooms as children for bases, that will get their nitrox ids sa…
…ved and restored
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Fixed several edge-cases issues for WaterParks and finished its basic…
… inventory/fishes sync/restore for larger water parks. Split PostSpawnProcessors into for Constructables and Modules.
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Fixed vehicles not being correctly docked to moonpools and constructa…
…bles not being correctly lighted on reconnect
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Refactoring (for build-related entities) positions to localpositions …
…and implemented building in cyclops
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Added a resync buildings procedure (with a button in the settings) an…
…d a delete GameObject button to the scene debugger
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Add a safe building mode for both client and server. Also fix the ope…
…ration count of client-side. Clients now know when they're desynced from a base building
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First steps of entity batch spawning applied to item spawning, fixed …
…a bug on placing modules
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Introduced data compression for SavedBase data (drastically reduced t…
…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>
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Mass refactoring (cleaning up the project), moving classes in their o…
…wn files, now recreate a player entity when it couldn't be found
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Fix an issue in batch spawning (about ignored exceptions), and vehicl…
…e docking/undocking, use cache for ghost/interior piece/module prefab querying
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Commits on Jul 17, 2023
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Resolved merge conflicts, fixed an issue with metadata update spammin…
…g when hovering a plant with planter open, fixed wrong parenting to WaterPark (for big room)
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Commits on Jul 19, 2023
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Commits on Jul 20, 2023
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- Reformat and enforce file-scoped-namespace - Added IL logging for CodeMatcher in TranspilerHelper
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Commits on Jul 27, 2023
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Added source generator for NitroxPatch boilerplate
This generator also optimizes how MethodInfos are retrieved during patching.
Measurity committedJul 27, 2023 Configuration menu - View commit details
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Commits on Jul 29, 2023
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Applied HarmonyRegisterPatchGenerator to all applicable patch classes
Measurity committedJul 29, 2023 Configuration menu - View commit details
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Added warn log for errors returned by LogHowToConnectAsync
Measurity committedJul 29, 2023 Configuration menu - View commit details
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Commits on Jul 30, 2023
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Checkerb0ard committed
Jul 30, 2023 Configuration menu - View commit details
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Checkerb0ard committed
Jul 30, 2023 Configuration menu - View commit details
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