6,122 Commits over 2,284 Days - 0.11cph!
Bunch of wip dock and edit work
Build area must be free of players and entities for dock & edit to work
Update MustPlaceOnBoat error text
Added RequireNoParentBoat bool to SocketMod_BoatBuildingBlock, enabled for all boat-specific deployables.
Fixes placement of boat specific deployables on finished boats after recent layer changes.
Merge from boat_building (set 111 deployable GroundWatch to include VehicleLarge layer)
Merge from largevehicle_groundwatch
Extend the tugboat deployable sanity check tool to also add the VehicleLarge layer to the groundwatch layer mask for any VehicleLarge capable deployables.
Ran the tool and added the layer to 130 deployables.
wip compile fixes (PC crashed killed my library, still importing to test)
Include Vehicle_Large layer in stability notifications
Show block count and limit in boat building UI if a limit is set.
Add PlayerBoat.MaxBlockCount convar. Add validation and error message.
Switch new convars to replicated for UI.
Add BoatBuildingStation.EditFinishUseInterval convar.
Small refactor.
Added PlayerBoat.EditEnabled and PlayerBoat.FinishEditingEnabled convars.
Add stair specific deploy volume (was using u shaped stairs as a placeholder)
Steering wheel deployment volume improvements
Allow planks to be placed nearer edges to make them more useful, based on previous feedback. Looks a bit odd right now though.
Small engine deploy volume improvements
Sail deployment volume improvements
Plank groundwatch layer fix, deploy volume improvements.
Cannon ground watch layer fix, deploy volume improvements.
Add ladders back to boat building station.
Added PlayerBoat.PowerdownOnNoPlayers servervar. Can disable auto engine/sail shutdown for testing/cinematics
Floor & triangle floor layer fixes
floor & triangle floor layer fixes
Square and triangle hull layer fixes, entity list updates to boat building blocks.
Profile ScaleBySpeed.Update
Wrap WaterDynamics.UpdateWaterDynamics in profiling
Add wake displacement to every hull block, to check performance
Start trying to figure out how we're gonna do this...
Add PlayerBoat.Effects partial.
Setup client hierarchy, realm removed server-side.