userAdam Wcancel

6,594 Commits over 2,404 Days - 0.11cph!

2 Months Ago
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
2 Months Ago
Merge from main
2 Months Ago
Merge from main. Bump displayingBoxStorage to 222 to fix protobuf conflict.
3 Months Ago
GetWorldVelocity of the boat once instead of for every block
3 Months Ago
Only check against other hull blocks, not all blocks. Don't run UpdateSplashFx at all on non hull blocks. 1.85ms to 0.65ms in a quick test with 6 simple boats. Stiil seems to function ok.
3 Months Ago
Additional profiling for boat water effects
3 Months Ago
Testing re-adding rendererbatch to boat pieces
3 Months Ago
Missed file
3 Months Ago
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
3 Months Ago
Merge from boat_repair_fixes
3 Months Ago
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
3 Months Ago
merge from boat_optim
3 Months Ago
merge from naval_update
3 Months Ago
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3 Months Ago
merge from naval_update
3 Months Ago
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3 Months Ago
merge from naval_update
3 Months Ago
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3 Months Ago
Only use the nearest planeFitPoint to the shore when determining if beached or not
3 Months Ago
CurrentThrust uses the Anchored bool not list traversal of anchors
3 Months Ago
merge from naval_update
3 Months Ago
Flagged steering wheel lock model and effects as dynamic
3 Months Ago
Merge from naval_update
3 Months Ago
Merge from steering_wheel_lock_model
3 Months Ago
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.
3 Months Ago
Reduce max velocity calculation intervals
3 Months Ago
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
3 Months Ago
Add BlockPlayerBoatWood protection properties so we can change protections without affecting regular wood block grade. Assign to wood_boat_hull, wood_boat and PlayerBoat properties. No actual changes in protection properties yet.
3 Months Ago
Debug log damage scale too
3 Months Ago
Damage test save with boats and cannons. Debug logging.
3 Months Ago
Formatting
3 Months Ago
Also show the current health in boat building UI to make it more obvious if you need to repair
3 Months Ago
Reduce SailPositionInfluence
3 Months Ago
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
3 Months Ago
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
3 Months Ago
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
3 Months Ago
Merge from parent
3 Months Ago
Infrequently cache water factor check per in-range boat for PlayerBoatSounds, not every client Update()
3 Months Ago
Profiling PlayerBoatSounds
3 Months Ago
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
3 Months Ago
Add a separate wood_boat_hull building grade so we can set different resource costs for the hull pieces in the future (currently the same cost) Point hull square and hull triangle to it.
3 Months Ago
Merge from boat_health
3 Months Ago
When converting back to editable, apply damage to the blocks that actually took damage, down to a minimum of 1hp. Any extra damage gets rolled over to additional blocks, as much as possible per block, resulting in not having to repair every block on a boat. (unless they all got hit...)
3 Months Ago
Blocks track damage they've taken
3 Months Ago
Refactor damage methods.
3 Months Ago
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
3 Months Ago
Merge from finished_boat_hammer. Added PlayerBoat.HammerRepairEnabled convar, gates repairing finished boats with the hammer. Boat's max health gets set to max health of combined block maxhealths, not just the combined health.
3 Months Ago
Add null checks to various places in PlayerBoatSounds.
3 Months Ago
Finished boats can be repaired with the hammer without entering edit mode. Player boats generate a dynamic BuildCost at creation, to be used for repair costs, based on the total number of blocks * block costs. Hammer repair logic now checks if an entity should be repaired via the parent. Eg hitting a boat block will repair the boat. Added BaseCombatEntity.ShouldRepairViaParent and BaseCombatEntity.GetRepairableParent.
3 Months Ago
Sail lod FIX