3,698 Commits over 639 Days - 0.24cph!
Setup new menu option for deployable snapping modes
Much cleaner wall snapping behaviour
Setup custom corner padding on each deployable (set up large box)
Snap deployables into corners if you are close enough to the corner of the wall and holding 'shift'
Math was a bit difficult here due to a lack of a general wall direction vector: calculating plane corner intersections with wall normals and rayhit points along the wall
Better commit message:
Deployables of the same type will now snap together provided they are close enough.
Boxes, Shelves will now auto snap etc.
Deployables of the same type will now snap together:
Eg walls will snap together
Huge code cleanup
Introduce two modes, simple or advanced snapping behaviours
More comments and minor code changes
Try and calculate a rotation which is similar to the original placement rotation (but snapped to the wall)
So for example: a box rotated perpendicular to the wall should stay perpendicular even once snapped
More minor adjustments with placement code
Fix items like planters and furnaces from not snapping
Don't bother with any padding, the calculations seem to be perfect
Can't static the directions array, use a pooled list instead
Nicer fade ramp on store items
Change overlay base to use new sliced downwards gradient
Allow rotating with R when wall snapping
Can no longer use wall snapping to bypass max placement distances for objects
Don't safely assume the first snap canditate will be valid
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Cooking workbench
Mixing table
Shelves
Tier 1 -> Tier 3 workbench
Small planter
Large planter
Bathtub and Railroad planter variants
Fireplace
Half shelves
Fridge
Sofa
Legacy Furnace
Table
Can wall snap:
Storage locker
Small wooden box
Electric Furnace
Furnace
Bed
Sleeping bag
As well as tc, large box etc.
Swap to raw matricies since we dont have the transform at this point
Cache raw entity on socket attribute setup
Apply snapping logic to wooden large boxes
Take bounds centre into consideration
Finally working snapping
Apply global directions again to ensure consistency
Flatten normal so we dont get any weird tilting behaviours
Much more reliable snapping behaviour - use normals and offsets in local space instead
More accurate snapping, seems to work more of the time
Still some strange bugs on certain surfaces and alignments
Use a socket system instead
Defaults to Socket_Free if user isnt using snap
This allows more deterministic snap behaviour between client + server when determining placement
Use global rather than local directions
ian_serializable_field_cleanup -> main
Fix siege weapon vehicle audio compile error
ian_serializable_field_cleanup -> main
Serializable field fix - BatteringRamVisuals
Serializable field fix - SiegeWeaponVehicleAudio
patrol_heli_revision_2 -> main
Increased size of patrol helicopter map icon
Made flee map marker more visible
Made flee map path more visible
main -> patrol_heli_revision_2
populate_heli_path_nre_fix -> main
Additional check in map view
Dont render heli flee map path if the flee marker is useless
Nuke flee marker if it still exists on heli death
syncvar_none_compile_fix -> main
Fix compile mode None throwing errors in syncvar generated classes
Very rubbish first attempt at wall snapping when placing deployables
▇▉▇▍▍▊▉▌█▍_▌█▉▆▆▌▄▊▊▉▌_▆█▍ -> ▆▉▍█
▌▆▊'▋ ▉▋▄▇▇▊▄▊▌ ▋▉▅▊▄▊▅▋▍▇.▉▅▍ - ▅▌▍█▇▇▌▇ █▋▋ ▅▋▄▇▄ ▌▋▅▄ ▍▋▆▄▅▌█▉▉▌▍▅
patrol_heli_revision_2 -> main
Removed logs
Ensure heli can crash at airfield?
Extend flee monument search range
Patrol helicopter flee map marker matches rotation
Patrol helicopter flee map marker shows an estimated to flee location
Reduce button width
More phrase support for interaction modal
Show 'cant connect to steam' error popup as an interaction modal instead