5,485 Commits over 2,161 Days - 0.11cph!
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()
Merge from placement_improvements
Deployables can now be deployed on boats at sea
Construction setup.
Block fixes.
Applied same to temaining hull block types.
Construction can now be forced a specific Y value.
Force Y placement of hull block types to 1.
Setup hull_square sockets to prevent offsetting.
Merge from steering_wheels
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Sail and steering wheel bounds cleanup