userAdam Wcancel

6,707 Commits over 2,404 Days - 0.12cph!

4 Months Ago
Infrequently cache water factor check per in-range boat for PlayerBoatSounds, not every client Update()
4 Months Ago
Profiling PlayerBoatSounds
4 Months Ago
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
4 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.
4 Months Ago
Merge from boat_health
4 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...)
4 Months Ago
Blocks track damage they've taken
4 Months Ago
Refactor damage methods.
4 Months Ago
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
4 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.
4 Months Ago
Add null checks to various places in PlayerBoatSounds.
4 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.
4 Months Ago
Sail lod FIX
4 Months Ago
Merge from naval_update
4 Months Ago
▍▆█▄▇█▆▄ ▄ ▋▄▆█▍▅█▋▍█ ▊▄ ▅▌▊▆▍▊ ▌▌▌▊ ▆▇▇▊▇▇▋▄▅▆▅ ▄▇▍▌ ▉▆▇ ▉▊▋▌▇▇▌ █▋ ▋ ▇▋▇▆▅ ▅▌▌▅▆ ▋▅▄ ▍▇█▍▄▉▋█▇█ ▉▇▆▌▇▄ ▄ ▋▍▉▍▊█▍▌▌ ▆▄▄█▍▉█ ▊▌ ▉▍▇▋▌▍▇▍▆▋▌▍▆█▋▄▉▌▉ ▄▇▌█ ▄ ▆▇▊█▍▉▄ ▍▊▄▌▅▊▍▅▉▊▊▅▅▍▍▍▉▆ ▇▇▋▌▉█▊█▇▉▉ ▇▌▄ ▋▋▍▇▆ ▊▊█▉▊▍▇▊▋ ▇▄ ▇█▅ ▆▉▅▇▄ ▄▉ ▅▊▇█▊ ▆▌▉█▇▄▉ ▋▌ ▉▍▌▄ ▍▅▋▌▄
4 Months Ago
▊▆▉▍ ▉▇▄▌▉█▉▄▇▌▅▋▋▍█▉▅▇▉▆▉█▋▍ █▄▆▊▄▉▆▌▄█▇▄▅█▆▇▌▋ ▉▌▊▋▆▅▌▋▆ ▇▋▆█▅ ▊▅ ▇█▅▌▄▋▊ ▇▊▆▊██▊▅▅█▌▍▌▇▋▌ ▄▌▆▇▍ ▅▋▄ ▅▇▄▄ ▋▅▍▊▋▆▇▄ ▄▉█▆▉▅▉▌ ▉▅▋▌▊▉▅▍ ▋█▊▅ ▍▅█▄█▊▇▄█
4 Months Ago
Merge from prop_caps
4 Months Ago
Boat ramp can no longer be picked up on a finished boat
4 Months Ago
▇▌█ ▄▆█▍▋▉ ▌ ▇▇▌▋▄▌▅ ▆▍▍
4 Months Ago
Merge from alternate_grill_fix
4 Months Ago
▋▊▌▄▊▍ █▊▅ █▊▉ ▉▅█▇▇▍▅▄▍ ▋▇▍▇██▍ ▆█▆▉▆█▍▆▉▆▍▇▊ ▄▅▌▉ ▋▍▉ █▊█▇ ▋▊ █ ▄▆▍▋▆█▉█▊▆
4 Months Ago
Show an errror toast when boat is moving too fast to deploy & edit. Groundwork for any future toasts.
4 Months Ago
Add JunkPileWater.MinimumPlayerBoatVelocityToBeDestroyed convar, defaults to 5.
4 Months Ago
Alternate grill fix
4 Months Ago
Merge from parent
4 Months Ago
▆▉▄▍▌▍▊ ▊▅▊ ▍▋▄▊▊▇▇ ▄▉▋▋▌▆ ▉▍ ▍▌▄ ▉▅█▆ ▊▌▉▆▊▌▌ ▊▆ ██▅▌▊▋ ▅▅ █▊▉▇▋▊▇▇▉▍▌▅
4 Months Ago
Commit the material changes that keep showing up.
4 Months Ago
▊█▉▇▄▌ ▉▌▋▍ ▊█▊▉▍▆▆▌▊▊▋█▊▆▆▉▆▌▊▇▉▉▌▇▇▇ ▊▉ ▌▍▆▅ ▌▊█▆▅▇ █ ▉▊▍▌▌█ ▆▋▆▄▉▉▊▆█▇▄▊▇▅▉▉▊▍▊█▉▉▄▌▄▇▍█ ▄▊▊ ▋▍▍▅▉██▇▇▉▍█▇▇ ▊▌ ▅▌▍▍ ▍▅ █▌▊ ▋█▄▅ ▊▆▅▋▊▆▊█▄ ▍▅▅▊▇ ▌▊▅▋ ██▉▋▉▅▋▊▊█▄█▌▄ █ ▅▋▇▋▋ ▊▄ ▍█ ▄▍▋▋▆▋ ▉▅▉ ▄▍▊▊▌▊▍▄ ▍▊▅▇▊▅▅ ▋▉▊▉▍ █▄▇ █▄▋ ▊█▍█ ▌▌▍▍ ▋▄▋▉▌▋▋ ▊▋ █▋▅█▌▊▄▋ ▅▄▆▅▄ ▉▅ ▊▅▄▉ ▅▉▋▆▇▋▇▄ ▍▄▋▌▅▋▇▍▋▌▆▋▌▍▊▋▌▋▋▋ █▊▌▊▊▆▉▅▊
4 Months Ago
Network++
4 Months Ago
Merge from parent
4 Months Ago
Can specify chance of enabling effect. Add a random delay on enabling.
4 Months Ago
Sails wip
4 Months Ago
Damage FX. Added HealthVisuals. Setup on smallengine.
4 Months Ago
merge from parent
4 Months Ago
Remove leftover DamangeRenderer component on PlayerBoat
4 Months Ago
PlayerBoat.MaxVelocity is now a replicatedvar
4 Months Ago
Steering is no longer applied if anchored.
4 Months Ago
null check
4 Months Ago
Revert BoatBuildingStation.GetForPlayer changes
4 Months Ago
Remove unused function
4 Months Ago
Refactored separate creation of OBBs into a single function. Steering wheel check uses same entity finding as rest of BBS functionality.
4 Months Ago
Some cleanup.
4 Months Ago
missing null check
4 Months Ago
GetBoatBuildingStation uses FindTrigger on player instead of a vis check.
4 Months Ago
Boatbuilding UI: Only check vis every second,
4 Months Ago
Extra profiling
4 Months Ago
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.
4 Months Ago
Removed unused functions
4 Months Ago
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit
4 Months Ago
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)