5,578 Commits over 2,161 Days - 0.11cph!
Add health threshold based speed reduction.
Start reducing max thrust below this threshold, down to a minimum of 10% thrust.
Rebalance health contribution for boat pieces.
Add some damage debug.
Bunch more very WIP including:
client side player boat entity dimension synching
block collider reparenting
enabling building priv for player boats
steering wheel vehicle priv basics
some additional serialization and protbuf
Vis/parent checks for auth wip
Check for double priv.
Save file update.
Refactor VehiclePrivilege IsDriver checks to CanModifyAuth
Add playerboat_privilege entity.
Setup entity for player boat.
Manifest.
PlayerBoat prefab cleanup
Merge from parenting_trigger_tests
Only attempt to find and switch parent triggers for hull boocks
WIP handling of trigger parenting between edit/final modes
Add SetSailsOpen(distance, flag) debug console command to make testing easier
Clicked by mistake, missing file.
Bunch of stability experiments/hacks
Add convar to toggle boat building block damage forwarding behaviour.
Individual trigger re-parenting test.
Merge from improvised_planks and very basic initial setup
Fix BBS bone name conflict with ladders
Cannons can now be placed after boat construction
Tracked down missmatching profiler begin/end samples to ItemPreviewIcon, after a short 3 hour hunt.
Some cleanup and support for recalculating after load
WIP more robust bounds/center related calculations.
Make sails visually point "forward" regardless of placement
Calculate buoyancy point locations dynamically for player built boats during creation, resulting in more stable boats.
Small refactor of dimensions debug draw and order of init calls.
Fix for empty boat building stations not being able to enter edit mode.
Force buoyancy point data refresh/save as part of buoyancy calculation, ahead of dynamic buoyancy location implementation.
Remove some debug logs.
Made sails easier to interact with.
Added IsBoatFullyContained check, called in CanEnterEditMode. Ensures all boat pieces are within the boat building area before entering edit mode, to prevent half editable boats.
Refactor EditAreaAvailable() to CanEnterEditMode() ahead of some changes