6,351 Commits over 2,345 Days - 0.11cph!
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Fix collider names on BBS causing warnings after a recent change
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Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.
Bunch of GC fixes for the boat building UI now it's not just for debugging...
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
Merge from main.
Bump displayingBoxStorage to 222 to fix protobuf conflict.
GetWorldVelocity of the boat once instead of for every block
Only check against other hull blocks, not all blocks.
Don't run UpdateSplashFx at all on non hull blocks.
1.85ms to 0.65ms in a quick test with 6 simple boats.
Stiil seems to function ok.
Additional profiling for boat water effects
Testing re-adding rendererbatch to boat pieces
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
Merge from boat_repair_fixes
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
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Only use the nearest planeFitPoint to the shore when determining if beached or not
CurrentThrust uses the Anchored bool not list traversal of anchors
Flagged steering wheel lock model and effects as dynamic
Merge from steering_wheel_lock_model
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.
Reduce max velocity calculation intervals
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
Add BlockPlayerBoatWood protection properties so we can change protections without affecting regular wood block grade.
Assign to wood_boat_hull, wood_boat and PlayerBoat properties.
No actual changes in protection properties yet.
Debug log damage scale too
Damage test save with boats and cannons.
Debug logging.
Also show the current health in boat building UI to make it more obvious if you need to repair
Reduce SailPositionInfluence
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
Infrequently cache water factor check per in-range boat for PlayerBoatSounds, not every client Update()
Profiling PlayerBoatSounds
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
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.
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...)