6,175 Commits over 2,284 Days - 0.11cph!
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.
Check auth for finish building
Check for auth when trying to clear build area
Boat building station now behaves the same when ent killed as when destroyed (attempt to finish boat, kill everything otherwise)
Can now set lock code from edit mode
Re-enable auto auth on place back to steering wheel
Bunch more auth work, fixes and UI option consistency.
Auto auth player on placing steering wheel
WIP code, parameters, setup
Cherry pick dock and edit fix
Fix FindDockableStation return logic.
Fix occasional NRE disconnect with dock and edit.
SocketMod_Anchor now checks VehicleLarge during deployment
More anchor and sail fixes
Convert remaining blocks to vehicle large
Very initial work for testing using VehicleLarge as the only/default layer for boats and their construction, to reduce the need to switch.
Steering wheel prefab cleanup
Fixed realm removes after object rework
Split netting visuals and collision into separate objects.
Lowered both.
Decreased placement height of hull blocks.
Fix call order when BBS dies, so FinishBuilding can actually work
Try and finish building any boat before killing it.
Destroy any boat construction when the platform gets destroyed
Remove displacement from hull pieces
Added missing volume changes to stair prefab.
Removed the old volume check implementation now it's not used anywhere.
Child RendererBatch disabling now handles entities with multiple RendererBatch correctly
merge from new_bbs_volume_checks