6,311 Commits over 2,314 Days - 0.11cph!
Refactored BoatBuildingStation.GetPlayerCount to HasPlayerInBuildArea and it uses the bbs trigger instead of a vis. We don't care how many players, just if there are any or not.
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit
Remove some redundant checks from CanClearArea.
Misc rate limiting.
Calculate and cache CanClear once a frame for the client when called - reuse it when there are multiple calls a frame (option menu show stuff)
Change all GetEntitiesInBuildArea for BoatBuildingBlock to VehiclesLarge layer
GetPlayerBoats() - GetEntitiesInBuildArea only checks VehicleLarge layer instead of all layers
Fix placement guide showing doors as placeeable in the middle of a finished boat when they're not (guide only, was never actually able to place)
Update VehiclePrivilege's menu options text to reference vehicle instead of cupboard. (will fix Tugboat too)
Merge from naval_update (including network++)
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Enabled AllowKinematicDrift for PlayerBoat
Merge from netting_placement_rework
Potential fix for NPCAnimController NRE
Clear TriggerHurtNotChild source entity/hurt trigger user when converting boats to editable
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Tweak bbs deployable blocking collider
Merge from extended_decay
Reset decay when converting to editable
Add BoatBuildingBlockDecay.DecayDelayMinutes.
Delay boat building block decay by 30 minutes.
Add BoatBuildingBlockDecay derrived class of BuildingBlockDecay.
Add BoatBuildingBlockDecayDurationMultiplier convar.
Boat building block decay duration doubles the standard decay by default.
Replaced BuildingBlockDecay with BoatBuildingBlockDecay on all player boat building block prefabs.
Added "hull" to name check for isFoundation in BuildingBlockDecay
Finishing building via steering wheel now correctly runs the same clientside validations and toasts as finishing via the BBS
Fix occasional sail state/interaction being fucked after a load.
10 second powerdown grace period (PlayerBoat.DeepSeaTransitionPowerDownGraceDuration) after a boat transfers.
Merge from deploy_fixes_wip
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wip deepsea transition grace period
Added IReceiveDeepSeaNotifications.
Entities using the interface will have OnEnterDeepSea / OnExitDeepSea called.
Now rename them so they match the order they get dynamically set to
Rename buoyancy transforms so I can tell which side is which
Can now specify a list of items that will get destroyed on boath death.
Added embrasures.
Don't instantly break doors/windows/embrasures on boat death, wait 15 seconds.
Rework killing certain children on boat death. Store a list at creation, populated with child added/removed. More efficient and flexible.
Remove ramp sockets from hulls
Revert hull_square, fucked it.