6,176 Commits over 2,284 Days - 0.11cph!
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.
NRE fix for deploy checks.
Deploy & edit showif implementation.
Remove all dock & edit related code
Manually play the boat building station deploy effect
Can't deploy and edit in the deep sea
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.
Can't edit boats that are moving too fast.
Refactor, including moving implementation from the wheel to PlayerBoat.
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.
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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)
merge from server_part_caching2
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.
local BBS pos/rot change as part of larger wip changes
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.
Hide boat building UI if there's a finished boat.
Anyone authd to the wheel ca now demolish blocks (usual rules apply)
Check if boat can be edited before dock and edit
Take an initial 40% of buoyancy scale off as soon as a boat dies, so it starts sinking more quickly.
Add Assets\Plugins\crosstales back (minus voice plugin folder)
Moved allow child stability support loading check from child to parent.
PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
wip/testing switching server to use same caching method as client (on child added/removed, instead of at init)
Show a game tip mentioning the built-in code lock the first three times you place a steering wheel.
Set default EditFinishUseInterval to 1 second.
Edit/finish cooldown is now handled by a flag, client UI menu options based on the flag.
Init boat audio shortly after client boat is enabled so it can use cached data.
Remove some debug logs.
Added BoatBuildingStation.Client partial, moved some code.