Changelog
0.3.7
- Change default reset key from
R to J (R stows the hammer in vanilla).
0.3.6
- Skip Flip It rotation on prefab/blueprint placement ghosts (PrefabHammer, PlanBuild, etc.) so leftover tilt does not rotate entire saved builds.
- Clear stored pitch/roll when a prefab ghost is active.
0.3.5
- Add configurable reset key (default
J) to return the current piece to vanilla orientation.
- Clarify rotation step config: set
MatchVanillaYawStep = false and RotationStepDegrees = 90 for 90-degree steps.
0.3.4
- Reset pitch, roll, and vanilla yaw when switching to a different build piece.
- Skip surface snap and snappoint search while Shift or Ctrl is held so rotation does not jump mid-adjustment.
- Add
SuppressSnapWhileRotating config option (default on).
0.3.3
- Keep vanilla placement until Shift/Ctrl tilt is used (fixes automatic rotation when stacking walls).
- Surface alignment and any-surface placement only apply after intentional pitch/roll input.
0.3.2
- Fix floating placement on ground and gap from walls by using vanilla collider snap instead of bounds offset.
- Only reposition the ghost when bypassing vanilla surface restrictions.
0.3.1
- Fix wall attachment validation and green ghost highlight.
- Temporarily relax restrictive piece flags during ghost update.
- Default rotation step matches vanilla (22.5 degrees).
0.3.0
- Add Ctrl+scroll roll (Z axis) and Shift+scroll pitch (X axis).
- Add surface alignment for walls, ceilings, slopes, and terrain.
- Add
AllowAnySurface to relax vanilla surface placement restrictions.
0.2.0
- Fix Shift+scroll tilt by replacing placement ghost quaternion generation (same approach as PerfectPlacement).
- Read scroll via Unity mouse axis instead of only ZInput accumulation.
- Log DLL timestamp on load so you can confirm the latest build is active.
- Add optional
DebugLogging config entry.
0.1.0
- Initial release: Shift + scroll horizontal-axis placement tilt.
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