6,003 Commits over 2,253 Days - 0.11cph!
Fix compile error in SocketMod_Anchor
First pass of distributing health back to blocks when converting a damaged boat to edit mode.
Disable RendererBatch for any doors or windows added to boats.
Anchor can't be deployed where the anchor point can't see the sea/netting.
Added SocketMod_Anchor, checks for LOS to sea/netting.
Remove a bunch of anchor debug logs.
Move a bunch of sockets that weren't getting checked correctly before, fixes a bunch of issues.
Move boat related socket scripts to a Boats subfolder now there's a few of em
Add SocketMod_BoatBuildingEntityLimit, limits number of entities of specified type to the specified count.
Limit steering wheel deployment to one.
Can't push anchored boats...
Boats can now be pushed by players. Initial checks/limitations. More to do later.
Reset steering when no players are aboard, to stop abandoned boats spinning.
Merge from naval_update, take PlayerBoat.Server from source cus plastic is fucked
Merge from refactor_creation
Remove double call to cache parts when loading.
Fix trigger issue.
Combine create and load init, remove now redundant duplicated code.
wip cleaning up creation code
No need to cache saild wind blocked status if not lowered
Boat-shape scoring initial testing
More setup and experimenting.
Remove disabled gameobject from new UI
Merge from ui_improvements
BBS build area volume fixes.
More test block uipdates.
Remove spammy debug drawing.
Fixed issue with BoatBuildingBlock parent trigger when loading from a save in edit mode.
merge from boat_construction_skin
Switch an unnecessary newing of a list to a clear in CachedBoatParts
Got rid of a FindChildRecursive and a couple of GetComponentsInChildren, use the BoatConstructionSkin cached ones instead.
Caching fixes.
Profiling.
Switched all boat blocks to BoatConstructionSkin and pre cached.
Added BoatConstructionSkin, can precache colliders, hurt and parenting triggers.