12,539 Commits over 4,109 Days - 0.13cph!
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▊▊▊▆▄ "▋▄▋▍ █▇ ▅█▇▌▆ ▅▌▄▆▍▊▌▇ ▊▋▆▇▆▌ █▊ ▌▋▋ ▅▅█▇ █▄▋▌▆" (▌▌▅▆▍ ▌▊▅▋▆█▍++ ▋▇▉ ▆█ ▋█▅▍++)
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Unlock both square and triangle versions of the floor grill and ladder hatch with a single research
ItemBlueprint has additionalUnlocks list to unlock items other than the item they belong to
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Added floor socket to triangle spiral stairs to remove the conditional model when a floor is next to the stairs
ModelConditionTest_SpiralStairs now handles both square and triangle spiral stairs, removed ModelConditionTest_SpiralStairsTriangle again
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Disable lerping when a child entity is attached to any bone (not just for the "closest bone" feature)
Removed ancient NetworkPositionTick hack for child entities that should no longer be required
Cherry picking
50679 (parents send UpdateNetworkGroup to children that do not inherit their network group)
Added ModelConditionTest_SpiralStairsTriangle to show the landing on the triangle spiral stairs (TODO: Remove the landing when a floor is placed next to the triangle stairs)
DeployVolume checks ignore colliders on game objects that are tagged with DeployVolumeIgnore
Added DeployShell to walls and floors
Added DeployShell to unify deployable placement on building blocks, no matter what their tier is
Made a couple of building block gizmos only show up if the actual component game object is selected (not when the root game object is selected)
Removed standard_collider from several building blocks (will need a different solution, this doesn't work)
Fixed metal triangle spiral stairs using the square spiral stairs movement colliders
Fixed twig and wood triangle spiral stairs using the square spiral stairs movement colliders
Fixed position offset on twig triangle spiral stairs movement collider
See if parent objects can be deleted as well (if they are empty) when stripping PrefabAttribute scripts (greatly reduces building block memory footprint, shouldn't cause any issues with player rigs but will need testing)
Fixed ramp metal tier colliders not existing on the server
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"