branchrust_reboot/main/building_system_3cancel
54 Commits over 30 Days - 0.08cph!
Fixed possible race condition when building splits / merges were deferred
Fixed building merge not sending out network updates for building blocks that changed their IDs
Building privilege extends out for 10 meters around a building
toptier half wall block models/col/gibs - block prefab updated
metal half wall block models/col/gibs - block prefab updated
stone half wall block models/col/gibs - block prefab updated
wood half wall block models/col/gibs - block prefab updated
twig half wall block models/col/gibs - block prefab updated
FIxed NRE on decay entities without decay component
Tweaked wall secondary stability socket volumes
Added neighbour socket to low (1/3) walls
Prevent half height offset wall stacking
Adjusted neighbour sockets for roof side conditional models to properly work with half height walls
Added one missing half wall deploy volume
Updated conditional model test of the bottom roof piece
Removed occluder meshes from half wall building block (no longer required, don't cherry pick this)
Removed occluder meshes from building blocks (no longer required, cherry pick this)
Removed BuildPrivilegeTrigger from cupboard (no longer required)
Removed some super old obsolete "WorldItem_" components (all unused)
Removed PlaceSourceObjects procedural component (obsolete for a long time)
New entity socket finder checks all player building layers + the crater layer
Removed socket handle components (no longer required)
Removed construct vision trigger (no longer required)
Fixed proximity issue on foundations with walls
Roofs now occupy the wall socket at their bottom end
Made ConstructionSocket.DoPlacement all nice
Eliminated the need for client side building socket colliders (better performance with building plan / deployable in hand)
Added Building.GetDominatingBuildingPrivilege
Adjusted building block order in the radial menu
Added half height walls (needs new models)
Foundations can be attached to other foundations with a half height offset
Foundation and floor placement guides no longer jitter when attaching them to other foundations or floors
Additional building proximity checks
New building proximity checks to counteract wallstacking / honeycombing exploits
Sockets / constructions can check if they can connect to other sockets / constructions at a simulated position and rotation (before placement)
Eliminated ConstructionLink, NeighbourLink and StabilityLink special cases (now all using EntityLink)
Building ID save / load happens in DecayEntity instead of BuildingBlock