5,855 Commits over 2,253 Days - 0.11cph!
Big sidetrack experiment, changing parenting/parent behaviour everywhere
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
Vis.Entities can now check hit entity parents if BaseEntity.AlsoVisCheckParent is true.
Fix CodeEntryBlocked logic on PlayerBoatLock not letting codes be entered.
Enable priv flag on PlayerBoat
Setup steering wheel prefab with usable secondary colliders for auth interaction.
Apply serialized client boat SetDimensions
Fix power not showing correctly in boat building UI.
Display power to mass.
Merge from naval_update, keeping destination floating_city2.prefab
Changed the order of steering wheel dismount positions so the nearest one is attempted first
Quick cleanup after merge issue
Small engine anim code/setup
Small engine prefab update
Allow all door types on player boats
SmallEngine fuel compile fixes
Boat building station anims
Added a sail interaction option to rotate the sail 180 degrees if it's not lowered.
Merge from block_redirect
block damage redirect wip tests
Allow regular window frames and embrasures in boat windows.
Added very placeholder direction arrows to sail deployment guide. Arrows point FORWARDS. Point these to the front of your boat.
Cannon deployment improvements/fixes, works nicely with cannon wall.
Enabled pickup for cannons.
Smalle engine deploy guide fixes/no collision.
Finish building from steering wheel now shows the same error messages as when trying to finish building from the station.
IBoatPropulsion compile fixes
Small engine can now be picked up
Hide reamining, non-deployed, required category item icons in boat building UI if one item has already been placed and only one is required. Eg, hide engine in UI if one isn't placed, but a sail is.
Fix deployment warning for BBS
Show required propulsion items in boat building UI
Rename error Invalid_NoSails to Invalid_NoPropulsion