userAdam Wcancel

6,791 Commits over 2,526 Days - 0.11cph!

12 Months Ago
Bunch of stability experiments/hacks
12 Months Ago
Update test save
12 Months Ago
Add convar to toggle boat building block damage forwarding behaviour.
12 Months Ago
Individual trigger re-parenting test.
12 Months Ago
Merge from parent
12 Months Ago
Merge from main
12 Months Ago
Merge from parent
12 Months Ago
Merge from main
12 Months Ago
Merge from improvised_planks and very basic initial setup
12 Months Ago
Fix BBS bone name conflict with ladders
12 Months Ago
Cannons can now be placed after boat construction
12 Months Ago
Tracked down missmatching profiler begin/end samples to ItemPreviewIcon, after a short 3 hour hunt.
12 Months Ago
Merge from bounds
12 Months Ago
Additional test save
12 Months Ago
Some cleanup and support for recalculating after load
12 Months Ago
WIP more robust bounds/center related calculations.
12 Months Ago
Merge from parent
12 Months Ago
Merge from main
12 Months Ago
Make sails visually point "forward" regardless of placement
12 Months Ago
Calculate buoyancy point locations dynamically for player built boats during creation, resulting in more stable boats.
12 Months Ago
Small refactor of dimensions debug draw and order of init calls.
12 Months Ago
Fix for empty boat building stations not being able to enter edit mode.
12 Months Ago
Force buoyancy point data refresh/save as part of buoyancy calculation, ahead of dynamic buoyancy location implementation. Remove some debug logs.
12 Months Ago
Merge from parent
12 Months Ago
Merge from main
12 Months Ago
Made sails easier to interact with.
12 Months Ago
Added IsBoatFullyContained check, called in CanEnterEditMode. Ensures all boat pieces are within the boat building area before entering edit mode, to prevent half editable boats.
12 Months Ago
Refactor EditAreaAvailable() to CanEnterEditMode() ahead of some changes
12 Months Ago
Further basic cannon functionality for prototype/playtest purposes: Add basic hold-to-reload radial menu behaviour to cannons. 4 second reload duration. Doesn't require any actualy ammo to reload, to make it easy to test gameplay.
12 Months Ago
Resolve merge UI conflict
12 Months Ago
Merge from parent (with UI conflict)
12 Months Ago
UI prefab update before fixing merge conflicts
12 Months Ago
Merge from main
12 Months Ago
Merge from parent
12 Months Ago
Merge from main
12 Months Ago
Updated test save with a couple of larger built boats, including cannons.
12 Months Ago
Very placeholder initial cannon firing
1 Year Ago
Compile fix
1 Year Ago
Anchoring a boat delays the long-range drifting to shore mechanic. Raising anchor clears the delay. Added PlayerBoat.AnchoredDriftDelaySeconds convar, initially set to 6 hours.
1 Year Ago
Added support for delaying drifting to BaseBoat.
1 Year Ago
PlayerBoat drifting now works, debug print drift status. Drift collider hit status message now includes hit transform's parent name too to make it easier to identify what's being hit.
1 Year Ago
Refactor SetDimensions, now also sets parent trigger size and is also called after a load. Disable individual hull parent triggers for now.
1 Year Ago
Re-enable the BaseMountable visibility and dismount position checks I initially disabled now that things are setup properly.
1 Year Ago
Merge from parent
1 Year Ago
Merge from main
1 Year Ago
Added oriented dimensions calculation, used to auto set PlayerBoat entity bounds during boat creation. Added DebugDrawDimensions.
1 Year Ago
Bounds fix
1 Year Ago
hull_triangle parent trigger & vehicle world collider.
1 Year Ago
Remove parent trigger from PlayerBoat. Add parent triggers to hull_square and hull_corner. Add missing vehicle world collidesr to hull_corner
1 Year Ago
Fixed some IsOn logic. Refactored MotorRowboat engineOnEligable bool calculation to a virtual function, override for PlayerBoat. MotorRowboat drag multiplier now has an engineOffWaterDragMultiplier. Tweak some PlayerBoat drag values for less abrupt stopping. Added a pre-made boat at a pre-placed Boat Building Station in test save.