userAdam Wcancel

7,910 Commits over 2,618 Days - 0.13cph!

10 Months Ago
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
10 Months Ago
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
10 Months Ago
Merge from parent
10 Months Ago
Infrequently cache water factor check per in-range boat for PlayerBoatSounds, not every client Update()
10 Months Ago
Profiling PlayerBoatSounds
10 Months Ago
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
10 Months Ago
Add a separate wood_boat_hull building grade so we can set different resource costs for the hull pieces in the future (currently the same cost) Point hull square and hull triangle to it.
10 Months Ago
Merge from boat_health
10 Months Ago
When converting back to editable, apply damage to the blocks that actually took damage, down to a minimum of 1hp. Any extra damage gets rolled over to additional blocks, as much as possible per block, resulting in not having to repair every block on a boat. (unless they all got hit...)
10 Months Ago
Blocks track damage they've taken
10 Months Ago
Refactor damage methods.
10 Months Ago
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
10 Months Ago
Merge from finished_boat_hammer. Added PlayerBoat.HammerRepairEnabled convar, gates repairing finished boats with the hammer. Boat's max health gets set to max health of combined block maxhealths, not just the combined health.
10 Months Ago
Add null checks to various places in PlayerBoatSounds.
10 Months Ago
Finished boats can be repaired with the hammer without entering edit mode. Player boats generate a dynamic BuildCost at creation, to be used for repair costs, based on the total number of blocks * block costs. Hammer repair logic now checks if an entity should be repaired via the parent. Eg hitting a boat block will repair the boat. Added BaseCombatEntity.ShouldRepairViaParent and BaseCombatEntity.GetRepairableParent.
10 Months Ago
Sail lod FIX
10 Months Ago
Merge from naval_update
10 Months Ago
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10 Months Ago
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10 Months Ago
Merge from prop_caps
10 Months Ago
Boat ramp can no longer be picked up on a finished boat
10 Months Ago
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10 Months Ago
Merge from alternate_grill_fix
10 Months Ago
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10 Months Ago
Show an errror toast when boat is moving too fast to deploy & edit. Groundwork for any future toasts.
10 Months Ago
Add JunkPileWater.MinimumPlayerBoatVelocityToBeDestroyed convar, defaults to 5.
10 Months Ago
Alternate grill fix
10 Months Ago
Merge from parent
10 Months Ago
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10 Months Ago
Commit the material changes that keep showing up.
10 Months Ago
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10 Months Ago
Network++
10 Months Ago
Merge from parent
10 Months Ago
Can specify chance of enabling effect. Add a random delay on enabling.
10 Months Ago
Sails wip
10 Months Ago
Damage FX. Added HealthVisuals. Setup on smallengine.
10 Months Ago
merge from parent
10 Months Ago
Remove leftover DamangeRenderer component on PlayerBoat
10 Months Ago
PlayerBoat.MaxVelocity is now a replicatedvar
10 Months Ago
Steering is no longer applied if anchored.
10 Months Ago
null check
10 Months Ago
Revert BoatBuildingStation.GetForPlayer changes
10 Months Ago
Remove unused function
10 Months Ago
Refactored separate creation of OBBs into a single function. Steering wheel check uses same entity finding as rest of BBS functionality.
10 Months Ago
Some cleanup.
10 Months Ago
missing null check
10 Months Ago
GetBoatBuildingStation uses FindTrigger on player instead of a vis check.
10 Months Ago
Boatbuilding UI: Only check vis every second,
10 Months Ago
Extra profiling
10 Months Ago
Refactored BoatBuildingStation.GetPlayerCount to HasPlayerInBuildArea and it uses the bbs trigger instead of a vis. We don't care how many players, just if there are any or not.