6,538 Commits over 2,376 Days - 0.11cph!
Correctly clear Busy state on BBS load (again)
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Show Deploy & Edit option even if unable to deploy in current location. Show "Unable to deploy & edit in this location" error when trying to use it,
Unify health display behaviour for boat specific building pieces: only show health when the boat is editable and under regular conditions (hammer, etc)
Show the correct rotate icon, not power icon, for the Rotate sail option.
Fix for rotated sails on edges sometimes getting destroyed when something is picked up.
Assign BBS OwnerID correctly when placed via steering wheel deploy & edit.
Assign OwnerID to PlayerBoat when created.
Did my // TODO "but not on patchday" comment: removal of accidental, unnecessary and unrelated SendRespawnOptions on BBS
Clear busy flag when loading BBS
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Merge from stability_test
Remove the hacks.
Add a base ForceChildFullStability func, returns true to respect previous default behaviour.
Override in PlayerBoat and return false only when flagged as a destructible wreck with the behaviour enabled.
Add PlayerBoat.UseDestructibleWreckStability replicated var to gate this stability behaviour.
Quick stability hack for testing
Gate behaviour behind new PlayerBoat.DestructibleWrecksEnabled replicated var.
Codegen.
Handle damage redirect for boat specific deployables.
Don't redirect BoatBuildingBlock health info to parent boat if it's a wreck, show the individual block's.
Merge from hackweek test.
Add a DestructibleWreck flag, set it when doors and windows are destroyed. Small refactor.
Fix boat related client/server field mismatches.
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Temporarily disable preventbuilding volume on floating city 1.
Test placement of a static bbs in floating city 1.
Prefab variant, more setup.
Manifest.
Add initial static boat building station prefab
Added Sail.MaxThrustMultiplier and SmallEngine.MaxThrustMultiplier replicated vars.
Refactored sail and engine thrust variables/functions to include them.
Remove collision and push force from divesite buoys
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Potential fix for UpdateExcludeLayers related bugs
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Merge from fishing_village_perf (not expecting much from this, but worth changing anyway)
Set exclude layers on fishing villages SafeZone trigger.
Ran s2p on all fishing villages to bring in turret layer exclusions.
Set exclude layers on sentry.bandit.static
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Implement no respawn icon for player boats
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