10,834 Commits over 3,867 Days - 0.12cph!
Fixed "Hammer overlay Z fighting on wooden, stone and sheet metal ramps"
Fixed foundation.steps.stone having shadow casting enabled on the main mesh (in addition to the shadow mesh)
Triangle floor and triangle foundation stair socket parameters are more in line
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Fixed triangle spiral stairs making it impossible to replace certain walls after they've been destroyed
Fixed several overlapping placements of the different stair types
Fixed "Triangle floor frame cannot be build over furnace like we allow with square "
Added batching script to lots of the new models
Added pooling script to window wall corners
Fixed spiral stairs conditional model
Tweaked ramp and step socket handles on the foundation and floor for easier placement
Fixed radial menu regressions outside of building plan
Added poolable component to several new building block pieces
Pie menu rearrangements to make the new building blocks more muscle memory friendly
Pie menu supports button splitting when 2 entries are set to the same priority
Tweaked triangle spiral stairs deploy volumes for easier placement
Tweaked spiral stair sockets on triangle floors and triangle foundations for easier placement
Socket_Base.socketName is ReadOnly instead of HideInInspector (easier to debug)
Ramps and foundation steps can be rotated before placement (but not afterwards)
Stairs (L / U / spiral) can no longer be rotated after placement (only before)
Construction.canRotate is now split into canRotateBeforePlacement and canRotateAfterPlacement
Fixed half of "Unable to replace foundation in front of foundation steps"
Fixed stacking of L / U stairs and ramps / steps / spiral stairs
Fixed "Unable to replace wall if destroyed next to spiral stairs"
Updated foundation, ramp and step prefabs
Only show conditional wall corners if the building blocks are the same grade
Disabled rotation on ramps since it breaks post-placement
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Allow placement of steps and ramps on top of floors
Changed foundation.steps to allow placement on top of foundations, similar to the new ramps
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Fixed certain conditional corner rejects not working when mixing different wall types (like walls and doorways)
Refresh neighbours when rotating a building block (for conditional models)
Ramp is no longer considered grounded (fixes ramp not destroying when foundation is destroyed)
Fixed ramp construction placeholder mesh
Ramp conditional model fixes
Ramp socket revamp for more reliable placement
Ramp conditional model script fixes
Wall corner conditional model scripts support wall.half, wall.low, wall.doorway and wall.window
Fixed "Parented sleeper on vehicle teleported to world origin (wtf)"
Some manifest prefab changes
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