4,315 Commits over 1,919 Days - 0.09cph!
Fix pivots getting abandoned
Client visual refresh now only updates/spawns/destroys weapons for changed slots, not everything.
wip changes to avoid allocs and clientside model re-use
Show current rotation direction UI marker as green or red to reflect placement fit.
Re-added weapon rack UI prefab to crosshair after merge conflict.
Remade test save to be compatible with latest protobuf.
NRE fix.
merge from main, manual merge protobuf.
merge from weapon_racks/rotation/placement
Rotation/placement UI wip
update peg positioning and tool to work with new placement stuff.
Swap Weapon will now attempt to fit the held weapon to the rack using an alternate rotation/position if it will fit that way
Check valid and apply same rotation when using swap weapon if possible.
Fix a situation where the rack would steal a weapon.
Disable debug grid drawing.
Additional test save.
increase max slots, handle being full and trying to add new item
more test changes and some fixes
trying out a different placement method
Update ghost model rotation immediately after changing rotation
Switch to the same placement rotation as the weapon you take from a rack.
Press shift to rotate a weapon when placing.
best placement calc fixes for rotation
rotation placement checks
rotation serialization fix
serialize rotation.
protobuf.
made client-side rotation control a convar for testing until I add a keybind.
grid helper functions now support rotation.
apply pivot offset correctly and only once, fix anchors.
remove now unnecessary unparent code
NRE fix.
Parenting change.
Restore crosshair weapon rack info after merge
quick temporary hacky test of applying pivot
More progress, fixes, auto create render center offset in setup tool.
wip auto center and pivot calc, bounds, rotation
set scale override for the four overly massive items
Added support for weapon scaling when mounted
Placement behaviour tweak
last of the weapon configs.