6,160 Commits over 2,284 Days - 0.11cph!
Water junkpiles are now destroyed if hit by player boats with a mass of >= 2000.
Added IDestroyableOnPlayerBoatCollision.
Added JunkPileWater.DestroyableByPlayerBoats and JunkPileWater.MinimumPlayerBoatMassToBeDestroyed server vars to toggle and control behaviour.
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Remove call to RecacheAndGet in DragByAngle.Init, parts will already be available by this point now. (tested with new boats, edit/finish, pasted boats and loading from a save)
merge from server_part_caching2
Implement serverside part caching using the same method the client now does (on child added/removed)
Removed old CacheParts() code.
This also removes the need for an additional 5 loops over all entities on creation.
local BBS pos/rot change as part of larger wip changes
Add serialization for lastEditLocalPos and lastEditLocalRot.
Should allow copy pasted boats to dock & edit without fucking up.
Also gonna need it for future changes.
Protobuf gen.
Hide boat building UI if there's a finished boat.
Anyone authd to the wheel ca now demolish blocks (usual rules apply)
Check if boat can be edited before dock and edit
Take an initial 40% of buoyancy scale off as soon as a boat dies, so it starts sinking more quickly.
Add Assets\Plugins\crosstales back (minus voice plugin folder)
Moved allow child stability support loading check from child to parent.
PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
wip/testing switching server to use same caching method as client (on child added/removed, instead of at init)
Show a game tip mentioning the built-in code lock the first three times you place a steering wheel.
Set default EditFinishUseInterval to 1 second.
Edit/finish cooldown is now handled by a flag, client UI menu options based on the flag.
Init boat audio shortly after client boat is enabled so it can use cached data.
Remove some debug logs.
Added BoatBuildingStation.Client partial, moved some code.
IsBoatFullyContained uses cached blocks
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Bunch of wip dock and edit work
Build area must be free of players and entities for dock & edit to work
Update MustPlaceOnBoat error text
Added RequireNoParentBoat bool to SocketMod_BoatBuildingBlock, enabled for all boat-specific deployables.
Fixes placement of boat specific deployables on finished boats after recent layer changes.
Merge from boat_building (set 111 deployable GroundWatch to include VehicleLarge layer)
Merge from largevehicle_groundwatch