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Hide freeplaced entities inside secured ConstructionChildEntities #2443
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from what i saw it doesn't seems to affect performances. we will test that during the next week |
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const isSameGroup = |
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why does it has to be in the same group ?
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It's also in constructionHidePlayer. From testing on my own, it's so players can still see their teammates if they're inside a specific shelter/part of base. This would be useful if you lived in a big base and your teammate asks: "hey come to me" you can know where is at.
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It's also in constructionHidePlayer. From testing on my own, it's so players can still see their teammates if they're inside a specific shelter/part of base. This would be useful if you lived in a big base and your teammate asks: "hey come to me" you can know where is at.
@QuentinGruber maybe give the man an reply ppl want to have this ingame
https://discord.com/channels/707525351357677610/1361406050099662958
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It's also in constructionHidePlayer. From testing on my own, it's so players can still see their teammates if they're inside a specific shelter/part of base. This would be useful if you lived in a big base and your teammate asks: "hey come to me" you can know where is at.
@QuentinGruber maybe give the man an reply ppl want to have this ingame
https://discord.com/channels/707525351357677610/1361406050099662958
i just need to test this before rolling it out
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Hows it going on this one, can we push it to test server?
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Hows it going on this one, can we push it to test server?
done
https://streamable.com/4245k3 (sorry about music)
Currently freeplaced entities are visible to players outside of secured shelters/shacks. Players are hidden which is great, but most, if not all entities inside of a secured shelter/shack should be hidden. Work is still needed on #1665 for adding a "securedShelter" variable, but using existing isHidden architecture, can still accomplish our goals.
Ideally this should be tested on DeadZone, or another private server to insure there are no strange bugs or exploits tied in. From testing, it felt stable minus a small drawback in time - that should be looked into so it doesn't cause unnecessary lag on the server.