userAdam Wcancel

6,176 Commits over 2,284 Days - 0.11cph!

2 Hours Ago
Boat building station can no longer be deployed too far out at sea where boat blocks can't be deployed. Also prevents deploy & edit being available in unbuildable areas. Add SocketMod_TerrainBounds.
Today
Reset pos/rot after load
Today
Remove debug log
Today
Merge from parent
Today
Merge from naval_update
Today
NRE fix for deploy checks. Deploy & edit showif implementation.
Today
Remove all dock & edit related code
Today
Manually play the boat building station deploy effect
Today
Can't deploy and edit in the deep sea
Today
Deploy & Edit from the wheel requires a BBS item, takes the item and deploys the BBS & enters edit mode. Finishing building via the steering wheel kills the BBS and returns the item to the player. Can only deploy & edit if you have the BBS item.
Today
Can't edit boats that are moving too fast.
Today
Refactor, including moving implementation from the wheel to PlayerBoat.
Today
kinda working
Yesterday
Yesterday
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.
Yesterday
merge from boat_building
Yesterday
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Yesterday
merge from boat_building
Yesterday
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)
Yesterday
merge from server_part_caching2
Yesterday
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.
Yesterday
Merge from parent
2 Days Ago
very wip test
2 Days Ago
Missed file
2 Days Ago
local BBS pos/rot change as part of larger wip changes
2 Days Ago
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.
2 Days Ago
merge from boat_building
2 Days Ago
Hide boat building UI if there's a finished boat.
2 Days Ago
Anyone authd to the wheel ca now demolish blocks (usual rules apply)
2 Days Ago
Enable repair on cannons
2 Days Ago
Check if boat can be edited before dock and edit
3 Days Ago
Implement boat decay
3 Days Ago
Take an initial 40% of buoyancy scale off as soon as a boat dies, so it starts sinking more quickly.
3 Days Ago
Merge from parent
3 Days Ago
merge from boat_building
3 Days Ago
Merge from parent
3 Days Ago
Add Assets\Plugins\crosstales back (minus voice plugin folder)
3 Days Ago
Merge from parent
3 Days Ago
Moved allow child stability support loading check from child to parent. PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
3 Days Ago
wip/testing switching server to use same caching method as client (on child added/removed, instead of at init)
3 Days Ago
Change tip wording.
3 Days Ago
Show a game tip mentioning the built-in code lock the first three times you place a steering wheel.
3 Days Ago
Set default EditFinishUseInterval to 1 second.
4 Days Ago
Edit/finish cooldown is now handled by a flag, client UI menu options based on the flag.
4 Days Ago
Merge from client_cache
4 Days Ago
Init boat audio shortly after client boat is enabled so it can use cached data. Remove some debug logs.
4 Days Ago
4 Days Ago
Added BoatBuildingStation.Client partial, moved some code.