3,696 Commits over 639 Days - 0.24cph!
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
Make the base mesh readable and try that
patrol_heli_revision_2 -> main
Increase visibility of flee marker and path (again)
Recently helicopter will restrict how far it goes on patrols
main -> patrol_heli_revision_2
Snapping for Abyss barrels
Better barrel to barrel snapping
Turn on snapping for bamboo shelves (full size)
Fixed weird menu text error for deployable snapping
Turn on snapping for the command block
Turn on snapping for the beach towel
Prevent pressure pads from being able to be placed on top of each other infinitely
Fix twitch drops json model error
fix chippy arcade machine snapping and corner snapping
Fix twitch rivals desk snapping and corner snapping
Fixed bed corner snapping and regular snapping issues
Fixed legacy furnace corner snapping
Fixed repair bench placing and corner snapping
Fixed composter snapping and corner snapping
Fixed mixing table corner snapping
Fixed electric furnace snapping and corner snapping
Fixed cooking workbench snapping
Fixed large battery snapping and corner snapping
Fixed small battery snapping and corner snapping
Fixed small generator snapping and corner snapping
Fixed abyss barrels snapping and corner snapping
Fixed bamboo barrel snapping and corner snapping
Fixed wicker barrel snapping and corner snapping
Fixed storage barrel b&c snapping and corner snapping
Fixed sofa corner snapping on the right side
Remove 'exact' corner snapping for the sleeping bag - works way better
Greatly improved corner snapping when trying to put 4 boxes in a 4 by 4
Add ability to add general padding
Fixed locker snapping
Can now snap an object by looking at the wall instead of looking at the ground
Better calculations for Y heights
Better Y heights in corners (fixes fridges)
Ensure pivot offset is rotated by rotation first
Slightly increase half shelf bounds (shouldnt affect placement at all but will affect snapping)
revert_ui_slider_merge_issues -> main