branchrust_reboot/main/naval_update/boat_buildingcancel
413 Commits over 183 Days - 0.09cph!
Added an option to the Game menu to quick save to the savefile specified on the GameSetup object, without the need to deal with the file dialog.
Player built boats can now enter the deep sea:
TriggerDeepSeaPortal now fowards the parent PlayerBoat entity if the triggering entity is a BoatBuildingBlock
More post merge fixes.
Restored naval items/phrases.
New test save for deep sea boat testing.
Fixes to get things working again
Refactor VehiclePrivilege IsDriver checks to CanModifyAuth
Add playerboat_privilege entity.
Setup entity for player boat.
Manifest.
PlayerBoat prefab cleanup
Merge from parenting_trigger_tests
Add SetSailsOpen(distance, flag) debug console command to make testing easier
Add convar to toggle boat building block damage forwarding behaviour.
Merge from improvised_planks and very basic initial setup
Fix BBS bone name conflict with ladders
Cannons can now be placed after boat construction
Make sails visually point "forward" regardless of placement
Calculate buoyancy point locations dynamically for player built boats during creation, resulting in more stable boats.
Small refactor of dimensions debug draw and order of init calls.
Fix for empty boat building stations not being able to enter edit mode.
Force buoyancy point data refresh/save as part of buoyancy calculation, ahead of dynamic buoyancy location implementation.
Remove some debug logs.
Made sails easier to interact with.
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.
Refactor EditAreaAvailable() to CanEnterEditMode() ahead of some changes
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.
Resolve merge UI conflict
Merge from parent (with UI conflict)
UI prefab update before fixing merge conflicts
Updated test save with a couple of larger built boats, including cannons.
Very placeholder initial cannon firing
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.
Added support for delaying drifting to BaseBoat.