5,550 Commits over 2,161 Days - 0.11cph!
Added IAnchorable, implemented for PlayerBoat.
Toggle buoyancy flow force on/off with anhor raise/lower. Checks all anchors incase there's multiple.
Buoyancy flow force can be disabled per instance.
Add Lowered property for anchor.
Raise/lower radial interactions.
Basic cancelling out of thrust when anchored.
Anchor prefab/script setup.
Manifest.
Convars for aboard player and auto close sails checks.
Bunch of thrust position calculation improvements. Makes turning much more reliable on a bigger variet of boats for now.
Thrust position calculation fix
WIP Automatic thrust point calculation based on hull blocks
Track how long since a boat has had a player aboard.
Auto close sails after ~30 seconds of having no players aboard.
Implement AnyPlayersOnBoat
EngineOn now checks for open sails and thrust
Test changes I used for auto driving boats for solo testing stuff
Fix some client/server domain issues with GetEntitiesInBuildArea
Cannon whitebox deployabke
Merge from deployable_cannon
Flip default anchor rotation so it's easier to place at edges
Initial setup of anchor as deployable.
Added IBoatBuildingPiece inteface.
Call IBoatBuildingPiece.OnAddedToBoat when pieces are parented.
Moved steering wheel and sail init logic to this implementation.
Close any open sails when finialising boat building at the boat building station, so that your boat doesn't sail off before you can get back on it.
Show tick for valid required items
Improve placement of boat building station
Show required item status.
UI fixes.
Required items rework.
More UI wip.
Refactor to WindBlocked. Include clearance checks in front and behind of sails so that they need room to catch wind.
Sails only work if they're outside
Added debug.lookingAtRay, returns more reliable info about what you're looking at.
Also now works for non-entities.
Merge from negative_source_modifiers_godmode
Modifiers with a negative source (eg: incapacitate/blind darts) no longer get added to god mode players.
Added Modifier.HasNegativeSoruce()