Allows another player's turret to enter the mod's long-press pickup path while it is lying loose on the ground.
Allows the physical pickup command for deployed and undeployed turrets while preserving the original owner and turret state.
Reduces the imported turret base, animated mount height, solid bounds, and pickup bounds by 10%.
0.1.19
Replaced the procedural turret base with the supplied textured GLB model while retaining the existing independent gun-and-hands mount, scan, targeting, recoil, and reload animations.
Replaced the hotbar base artwork while preserving the live fitted-gun preview layer.
Added a bottom-center inspection tooltip showing the turret name and owner when the player looks at a nearby deployed turret.
Allows any player to pick up and redeploy a turret while preserving its original owner and all saved turret state.
Added a host-side held-item check to deployment requests.
0.1.18
Changes damage, range, reload speed, and firing rate upgrades from linear bonuses to compound growth.
Compounds damage, reload speed, and firing rate by 10% per level and range by 5% per level.
Makes turret kit prices double with each currently owned turret: $5,000, $10,000, $20,000, and onward.
Stores each turret's purchase price so resale includes half of the amount originally paid for its kit.
Shows the upgraded firing rate and the next turret's price in the F2 control center.
0.1.17
Replaces the plain F2 window with a dark metallic Turret Control Center console.
Adds cyan system accents, orange action buttons, red removal controls, framed sections, selected-unit highlighting, and a dedicated status feed.
Reorganizes the README with a complete controls and usage table near the top, followed by detailed system documentation.
0.1.16
Increases the complete mounted gun-and-hands visual by 50%, from a 0.9 m to a 1.35 m longest dimension.
Removes fitting guns from player inventory; turret weapons are now purchased only through F2.
Allows a purchased gun to replace the currently fitted gun immediately.
Prevents duplicate charges when the selected gun is already fitted.
Makes Remove gun clear the turret socket without dropping or returning an inventory item.
0.1.15
Aligns both the muzzle's forward and up axes so mounted guns remain upright instead of inheriting an upside-down inventory preview roll.
Centers the complete gun geometry directly over the socket and raises it slightly before yaw and pitch are applied.
Excludes lasers, trails, particles, and effect renderers from weapon bounds so attachments cannot shrink the gun model until it appears invisible.
0.1.14
Separates the orange cradle's yaw from the gun pivot's pitch so the cradle remains level while the gun scans 30 degrees above the local horizon.
Configures cloned weapons through their native saved-item path before removing gameplay behavior.
Applies the selected skin to every active gun and attachment renderer and explicitly activates the complete selected sight, barrel, and laser hierarchy.
Logs the saved customization and active renderer count for each mounted weapon to make any remaining model-specific issue identifiable.
0.1.13
Gives every turret a stable base hotbar icon and overlays a separate preview of its fitted gun, skin, and visible attachments.
Removes the turret's hidden inventory mesh from hotbar rendering so multiple turret slots cannot interfere with each other.
Aims the actual gun muzzle 30 degrees above the local horizon during its slow idle scan.
Activates alternate weapon-model hierarchies and selected attachment parents, and removes invalid cloned lightmap assignments so customized and transferred guns remain visible.
0.1.12
Measures the 12-metre management radius from the live turret object and its physical base, in every direction and without a line-of-sight requirement.
Selects the closest owned deployed turret in range when F2 opens.
Slowly rotates an equipped gun in an idle scan until a valid target is acquired.
0.1.11
Uses the saved deployed position for nearby management checks, avoiding stale network-transform distance failures.
Increased the management radius to 12 metres and displays the current range state in F2.
Explicitly activates the weapon's world-model hierarchy and renderers while retaining the selected attachments and skin.
0.1.10
Made long-press E retrieval use the same recall path as the F2 menu for owned turrets.
Added visible turret ownership and explicit ownership transfer while holding another player's turret.
Fixed selling so held, inventory, world, and network references are cleared before despawning the turret.
Resale now returns half of the kit, upgrade, and targeting-tier investment.
Rebuilds mounted weapon visuals when saved skins or attachments change and restores inactive source gun rigs.
0.1.9
Restricted targeting to living birds and fish, excluding NPCs and unrelated creature components.
Kept fish ineligible while attached to a line, held, or stored in inventory.
Added synchronized active-target state so empty turrets and armed turrets without an in-range target remain centered and idle.
0.1.8
Mounted a safe visual clone of the selected base-game weapon rig instead of a static inventory mesh.
Added native fire and reload animations, muzzle particles, barrel-specific gunshots, and mechanical audio sequences.
Synchronized reload events and aligned turret rotation, lasers, and tracers with the selected barrel's actual fire point.
Added procedural recoil and reload motion as a fallback for weapons without matching animation clips.
0.1.7
Fixed long-press pickup so ownership is assigned before inventory insertion.
Added a two-second lock delay, red acquisition laser, and the supplied target-acquired sound.
Added level-based accuracy from 85% to 100% and a cone that narrows from 3 degrees to 0.3 degrees.
0.1.6
Renamed the public mod and in-game interface to TURRET MOD.
Added the new Turret Mod package and manager icon.
Preserved the existing plugin ID and save path for compatibility with current turrets.
0.1.5
Added crosshair surface deployment, weapon customization transfer, automatic targeting and reloads, friendly-fire controls, recall, selling, and startup recovery.
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