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Prefab roots should not be deactivated by Nautilus #548

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LeeTwentyThree
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Changes made in this pull request

  • Removed an unnecessary SetActive(false) call that affected all prefabs during their construction.
    • This caused "real prefabs" to stay deactivated, which led to unintentional behavior (such as stopping buildables from working entirely).

Breaking changes

  • Uncached prefabs that live in the scene ("fake prefabs") may now need to be manually disabled by modders. Otherwise, they will remain active within the world.
    • This change will likely not affect any existing mods. Uncached prefabs are meant for advanced use cases only.

@LeeTwentyThree LeeTwentyThree merged commit 797ac1d into SubnauticaModding:master May 8, 2024
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