branchrust_reboot/main/snap_deployable_improvementscancel
23 Commits over 30 Days - 0.03cph!
Reduce how close you need to be to start corner snap
Added summary
Reduced cast origin a little
Fixed bathtub planter corner snapping
Dont include the clientvar
Set corner rotation to use the closer hit to the player
Snap to a deployable when you directly look at it (dont need to look at the ground or infront anymore)
Fixed tracing issues with a client host
Simulate placement with the container corpse check before commiting to one snap type
Fixed computer station snapping
Fixed cooking workbench snapping
Further refinements to snapping feel
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
▌▍▄▅▍ ▅█▋▊█▊▍▌ ▍▉▊▆▊▌▉▅▆▋ ▇▍▉▇ █▇▉▆▄█▇ ▋▊▆ █▅▇▇▋ ▉▇▌▅ ▋▍ ▆▊▋ ▅▌▇▅
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