0.15.0.11 (2025-11-28) (beta 0.15.0.0 started 2025-10-24)

- Top down view using the Overseer's Desk
- Blueprint builder/scanner in that top down view
- Import/export blueprints to/from copy-pastable text

- Paintable red, green, blue, white pillars, fences, architrave
- Reworked red, blue, green, white planks, made them paintable
- Reworked Sacred Failsafe mesh
- Reworked Grocery Store mesh
- Reworked Tool Shop mesh
- Reworked Merchant Hub mesh
- Reworked Berry Bush mesh
- Reworked Barley & Wheat meshes
- Reworked Copper Lockbox mesh
- Most plant-based blocks now have random rotations for more variety

Misc
- Added logic to resolve the player clipping into the world (mostly happens from block changes like door open/close)
- Fix colonist names further away from the player turning glitchy when there's many of them around the player
- Fix "world markers" having UI scale applied twice to their text (compass, astrolabe overlay)
- Fix a case where traps would be skipped when their reloading-position is in a chunk without any entities.
-- Same for bookcases/scrollshelves (but less likely in practice), and to a much lesser degree shops/crates/toolshops
- Fix client physics colliders staying around in some cases, potentially resulting in lower performance over time
- Fix a bug that would reset the creation time of a colony to day 0 of the world on reload, away from the actual colony creation time
- Fix a probable bug with construction areas not keeping their area loaded properly (for when they are outside of a colony range)
- Fixed some inventory related bugs;
-- Fix sometimes not receiving all item results when removing dependent types indirectly (like torches on top of the block removed)
-- Fix placement of some types consuming items from the incorrect inventory slot on placement when you have multiple slots of them (moulding, paint, quarterblocks)
-- Fix paints being consumed when the item is already painted in the desired way
- Fix water not showing up in the F11 "render without UI" screenshots
- Fix water not being fully dark in full shadow

0.15.0.1 (2025-10-24)

- Blueprints ignore water, banners, outpostbanner on scanning & placement

0.15.0.2 (2025-10-24)

I love friday evenings
- Building blueprints actually costs items now (yeaaah)
- Enhanced the system to deal with some hidden/internal blocks (caused issues with copying larger blocks)
- Skip crop types (don't have required items)
- Replace any ore blocks in blueprints with darkstone

0.15.0.3 (2025-10-28)

- Increase max distance of topdown tool use (so zooming out doesn't stop it from working)
- Fix F4 "toggle interface" glitchyness by making it a more proper feature
- Skip windmill in blueprints
- Old failsafe drops new failsafe on removal
- Fix incorrect format on heartbeat packets sent to the client before a connection is set up properly
- Fix UI interaction not working during the password prompt menu
- Fixed key rebinding not working (by updating the unity UI package which magically fixed it, after magically breaking it with a unity update...)

0.15.0.4 (2025-10-29)

- Fix half the bed orientations not working with blueprint placement (potentially also fixes some adjacent issues with other blocks that are larger than 1 unit)
- Fix straight quarterblocks placed on top of blocks not being placeable as they required the wrong stockpile item to be placed
- Blueprint builders now also give item results for what they remove

0.15.0.5 (2025-10-31)

- Improve blueprint placement block outlines to include outlines at the edge of the blueprint (especially useful for small blueprints)
- Update the missing shop access indicator icon for colonists to use the new tool shop/grocery shop icons

0.15.0.6 (2025-11-12)

- Mostly get gamepad working for topdown view
- Fix water not showing up in the F11 "render without UI" screenshots
- Fix stats overlay breaking when using the hide-UI toggle
- Fix water not being fully dark in full shadow
- Fix HDR clipping in the F11 screenshots

0.15.0.7 (2025-11-12)

- Don't render area outlines in topdown view when the UI is hidden

0.15.0.8 (2025-11-14)

- Blueprint outline edges now only render if they're at the 'front' side, this improves 3d perception of the outline
- Replaced the area-adjustment-gizmo part of blueprint scanning/placement, and added a line to hint at dragging them
- Gamepad support for dragging the area-adjustment-gizmos
- Stop blueprints overwriting water giving water item results
- Fix blueprint placement of 'lit' variants of blastfurnace/bloomery/furnace
- Fix bookcase & scrollshelves desiring (semi-)filled variants for blueprint placement
- Fix wisteriaplants desiring a grown variant for blueprint placement
- Fix top layer of non-blocky voxels not being interactible when x-ray is on
- Fix colonists not being interactible when x-ray is on and they're standing on top of the x-ray'd world
- Fix the in-progress area selection in topdown view being hidden when it's about x-ray height
- Fix being able to click on x-ray'd 'large blocks' (like the failsafe)
- Fix non-blocky voxels not rendering properly every 16 blocks when they're at the exact x-ray height
- Fix sign text not respecting x-ray setting

0.15.0.9 (2025-11-20)

- Reworked control rebinding UI, added topdown controls
- Don't use the swap left/right-click setting for topdown view use (it's more "UI interaction" than block interaction)
- Double-fix bookcases/scrollshelves in blueprints to now be considered the _full_ variants, which are the ones you can craft
- Fix the sequential-construction-area-placement modifier control to work in topdown view
- Fix some tables not automatically scrolling with gamepad navigation

0.15.0.10 (2025-11-20)

- Added various item descriptions
- on/off icon state for topdown safezone visualisation
- Remove outdated/duplicate item description for the grocery shop item
- Add the "orders a colonists to work" description to the scribe, researcher and wisteria farmer

0.15.0.11 (2025-11-26)

- Fix area job state being incorrect after exiting the topdown view (meaning you couldn't interact with them until swapping out of and back in to the command tool)
- Water doesn't create rubble particles anymore when removed by the archimedean screw
- Fix closed doors not being placed underground using a blueprint (as it wouldnt remove the terrain)
- Fix "reverse zoom direction" toggle for topdown mouse & kb controls not working, and it overwriting the state of the "inverse left/right click" setting
- Fix scrollshelves/bookcases yet more... now they finally work with freshly scanned blueprints? :)
- Skip old toolshop/npcshop/merchanthub blocks in blueprints
- Update "purchasable at merchant hub" icon to use the new hub type
- Remove duplicate straw roof recipe
- Fix typo in control rebinding entry name
- Fix blueprint placement ignoring the indestructible flag
