8,200 Commits over 1,004 Days - 0.34cph!
Don't allow rotation or flip when a deployable is on the stairs, to avoid accidental destroys
Its using the shelves pickup volume stuff
merge from updaterequired_improvements
L and U stairs rotatable after placement
Fixed rotation and flip checks not taking final rotation into account
Fixed flip resetting the 10min window
Demolish option now says You need building privilege when trying to demolish a block in a building with no TC
Fixed skull trophies invisible in the skin viewer
Fixed demolish option showing Building blocked when you can still build
Now shows a toast like the other option when selected when disabled
Show the blocked reason in a toast if blocked when attempting to flip or rotate a block
Rotate and flip share the same slot in the pie menu and E/Q switch between them like building skins
We merge them together to not break muscle memory and shift the building tiers around
Added all the mirrored stair skin prefabs
Can bake all the meshes and prefabs using Tools > Building Blocks > Bake Mirrored Stairs
Added mirrored versions of the L and U stairs
- can be flipped with SHIFT + R when deploying
- or using the hammer if placed less than 10 minutes ago
https://files.facepunch.com/Flavien/oFr7SIxlXyO1eTFm.png
merge from dynamiclod_parenting_fix
Fixed lights staying off after being reused from the pool or switched back on, when they were occlusion culled at the time (from 163706)
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merge from updaterequired_improvements
Tweaked wording, translations
Changed "Client update required" kick message wording. Can be translated too
merge from skinviewer_waterpurifier_fix
Fixed water purifier showing its viewmodel in the skin viewer (its using the old deployer still)
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merge from dynamiclod_parenting_fix
Fixed light occludees and LODs not being marked as dynamic when their entity is parented. Setting an entity dynamic only reached active children, so inactive renderers stayed static
Fixes lamps on player boats disappearing after moving away from where they were switched on
merge from automated_testing
Removed TestMethodAsync, we use TestMethod for all test methods now
Building block tests checking the roof overhangs only block deployables
Fixed lights switched on beyond their culling distance flashing at full brightness before turning off
merge from ambientlight_lod_fix
merge from skinviewer_cartbutton_fix
Fixed skin viewer showing a cart button when open from the steam inventory
merge from ramp_deploy_fix
Fixed triangle foundation deployable on top of brutalist ramps
merge from stoneframe_colliders_fix
merge from skinviewer_bg_fix
merge from ramp_deploy_fix
merge from buildingblock_overhangs_fix
merge from parentedwires_fix
Fixed ramps being blocked by a ramp up to 3m above them, even through a floor
Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png
After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
All floor frame and triangle floor frame skins of the same grade now share the same collider
Added editor test checking that all frames skins of the same grade share the same collider
All stone frames now use the same mesh collider
Fixes triangle roofs being blocked by stone frames depending on their orientation
https://files.facepunch.com/Flavien/frame.png
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Cherrypicked
168720 168721
168722
+ auto trim urls in store images