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[OriginShift] Note on World Constraints
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@ -93,6 +93,7 @@ internal static class RCC_SkidmarksManagerPatches
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[HarmonyPatch(typeof(RCC_SkidmarksManager), nameof(RCC_SkidmarksManager.Start))]
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[HarmonyPatch(typeof(RCC_SkidmarksManager), nameof(RCC_SkidmarksManager.Start))]
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private static void Postfix_RCC_SkidMarkManager_Start(ref RCC_SkidmarksManager __instance)
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private static void Postfix_RCC_SkidMarkManager_Start(ref RCC_SkidmarksManager __instance)
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{
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{
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// todo: blacklist from OriginShiftController so there isn't 2x shift in some cases
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__instance.gameObject.AddComponentIfMissing<OriginShiftTransformReceiver>();
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__instance.gameObject.AddComponentIfMissing<OriginShiftTransformReceiver>();
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}
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}
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}
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}
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@ -11,6 +11,7 @@ Experimental mod that allows world origin to be shifted to prevent floating poin
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- Only 10k trail positions can be shifted per Trail Renderer (artificial limit).
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- Only 10k trail positions can be shifted per Trail Renderer (artificial limit).
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- Only 10k particle positions can be shifted per Particle System (artificial limit).
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- Only 10k particle positions can be shifted per Particle System (artificial limit).
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- Potentially can fix by changing Particle System to Custom Simulation Space ? (untested)
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- Potentially can fix by changing Particle System to Custom Simulation Space ? (untested)
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- World Constraints are not shifted.
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## Known Issues
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## Known Issues
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- Player position on a Movement Parent may slightly drift when passing a chunk boundary if being moved by a Force Applicator (unsure how to fix).
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- Player position on a Movement Parent may slightly drift when passing a chunk boundary if being moved by a Force Applicator (unsure how to fix).
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