3,572 Commits over 639 Days - 0.23cph!
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Try only doing is server checks in a listen server
Fix snapping not working on split client and server
snap_deployable_improvements -> main
Reduce how close you need to be to start corner snap
Added summary
Reduced cast origin a little
Fixed bathtub planter corner snapping
snap_deployable_improvements -> main
Dont include the clientvar
snap_deployable_improvements -> main
snapping_improvements -> main
Set corner rotation to use the closer hit to the player
Snap to a deployable when you directly look at it (dont need to look at the ground or infront anymore)
Fixed tracing issues with a client host
Simulate placement with the container corpse check before commiting to one snap type
Fixed broken material on rust plus popup
Fixed incorrect on toggle changed button being used
Setup Server Browser cache
snap_deployable_improvements -> main
Fixed computer station snapping
Fixed cooking workbench snapping
snap_deployment_improvements -> main
Further refinements to snapping feel
Fix bug which could cause a 'wall' to be returned when it should've been deployable snapping
Prevent corner hits from easily hitting the floor
Ensured float checks on score dont lose float accuracy
Water barrel cant snap to other water barrels, bounds are too hard to work with
snap_deployable_improvements -> main
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snap_deployable_improvements -> main
Fixed storage barrel b corner snapping
Fixed snapping not working right on brutalist foundations
Better behaviour when handling tight corners, better scaling
Use spherecast for matching deployable capture (better again for barrels)
Rename inBuildingPrivilege to buildingBlocked
Disco floor just uses its own snapping system for entity to entity connections.
Ensure large planter box can still snap to the centre of a foundation
Use OBB for matching deployable snapping. Since Hit Normals wont be guaranteed to be 'boxy', we should just use OBB instead.
This instantly improves barrel snapping.
Fixed Shelves not wanting to snap together properly
Added debug command for snapping
Evaluate every snap type first and then go with the best one automatically based on a score - just use distance for now
Fixed issue with large storage box where it would go invalid on one side depending on the placement
(subtract) to get the right value
Calculate a better Y placement height
Set all snapping casts to have a maximum of 1 unit
patrol_heli_revision_fixes -> main
Fix strafe think NRE
Remove logs
patrol_heli_revision_fixes -> main
Fixed weird recursive patrol -> orbit state issues
Added monument based borders - the InsideMonumentCheck will better reflect the actual monument
Dont try and flee to a monument if you're already inside one (improved)
Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
Use plane height for random restricted patrol size destinations and flee positions
Subtract
124593 - dont need it
scrap_heli_gibs_fix -> main