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[Minor] Fix desync caused by units with DeploysInto - #1525
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CrimRecya merged 5 commits intoApr 11, 2025
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think this PR should still be addressed before a real 0.4 release. We'd better come up with a decision of whether current implementation should be adjusted sooner |
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You should add credits for that :P |
Metadorius
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Coronia
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Game removes deploying vehicles from map temporarily to check if there's enough space to deploy into a building when displaying allow/disallow deploy cursor. This can cause desyncs if there are certain types of units around the deploying unit because the OccupationFlags may be accidentally cleared, or the order of the objects linked list may be scrambled. About implementation: This is a hook separated from #1479 . This solution completely abandons the method of removing and then adding, and solves the problem by directly excluding specific units. Other related repairs: Fix unit's self-destruct when using trigger 107 to teleport the MCV. Fix reconnection error when moving MCV with Teleport locomotion.
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Game removes deploying vehicles from map temporarily to check if there's enough space to deploy into a building when displaying allow/disallow deploy cursor. This can cause desyncs if there are certain types of units around the deploying unit because the OccupationFlags may be accidentally cleared, or the order of the objects linked list may be scrambled.
About implementation:
This is a hook separated from #1479 .
This solution completely abandons the method of removing and then adding, and solves the problem by directly excluding specific units.
Other related repairs:
Fix unit's self-destruct when using trigger 107 to teleport the MCV.
Fix reconnection error when moving MCV with Teleport locomotion.