5,889 Commits over 2,253 Days - 0.11cph!
Fix anchor visual state on entering network range or loading in.
Fixed anchor culling when lowered.
Check for boat auth before entering edit mode
Remove the interaction timers from anchors to match the recent removal of timers from other items.
Added translation strings for boat validation enum so we can show nicer toast error messages.
Setup prevent building volume on small engine.
Only show the finish editing option if we're looking at the station, not the netting.
Resize boat building station netting area to support max size boats of 10x5.
Reposition colliders, volumes, buoys.
Removed empty RealmedRemove component from hull_square
Anchor collision primitives setup.
Tweaks to volumes.
Disable the large vehicle colliders around BBS netting
▅▋▊▅ ▆▌█▋▍▍ ▄▋▌ █▄▉▊▉▄▋▄▌▇▄ ▄▅▇▋
Only show steering wheel health bar in edit mode
Rework steering wheel priv linking to fix save issue
Modified mounted steering wheel interaction collider so interactions only show when looking down towards the bottom of the wheel. This prevents the interactions showing when trying to drive the boat normally.
Override and implemented LookingAtEngine on PlayerBoatPrivilege
All boat items (steering, sail, engines, etc) are usable by anyone until a wheel lock code is set, and then only if you're authed on the wheel.
Ton more auth work, including new functionality, improvements, fixes and menu usability tweaks.
Add PlayerBoatPrivilege derived from VehiclePrivilege, overrides looking at engine.
Make LookingAtEngine virtual on VehiclePrivilege.
Added PlayerBoat.GetParentPlayerBoat as an easy way for an entity to find it's parent boat.
Fix steering wheel/mailbox issue (properly this time?)
Merge from steering_wheels_fix
Big sidetrack experiment, changing parenting/parent behaviour everywhere
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
Vis.Entities can now check hit entity parents if BaseEntity.AlsoVisCheckParent is true.
Fix CodeEntryBlocked logic on PlayerBoatLock not letting codes be entered.
Enable priv flag on PlayerBoat
Setup steering wheel prefab with usable secondary colliders for auth interaction.
Apply serialized client boat SetDimensions
Fix power not showing correctly in boat building UI.
Display power to mass.
Merge from naval_update, keeping destination floating_city2.prefab
Changed the order of steering wheel dismount positions so the nearest one is attempted first
Quick cleanup after merge issue