userAdam Wcancel

12,640 Commits over 3,803 Days - 0.14cph!

55 Minutes Ago
Additional test save
1 Hour Ago
Some cleanup and support for recalculating after load
1 Hour Ago
WIP more robust bounds/center related calculations.
5 Hours Ago
Merge from parent
5 Hours Ago
Merge from main
Today
Make sails visually point "forward" regardless of placement
Today
Calculate buoyancy point locations dynamically for player built boats during creation, resulting in more stable boats.
Today
Small refactor of dimensions debug draw and order of init calls.
Yesterday
Fix for empty boat building stations not being able to enter edit mode.
Yesterday
Force buoyancy point data refresh/save as part of buoyancy calculation, ahead of dynamic buoyancy location implementation. Remove some debug logs.
Yesterday
Merge from parent
Yesterday
Merge from main
3 Days Ago
Made sails easier to interact with.
3 Days 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.
3 Days Ago
Refactor EditAreaAvailable() to CanEnterEditMode() ahead of some changes
3 Days 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.
3 Days Ago
Resolve merge UI conflict
3 Days Ago
Merge from parent (with UI conflict)
3 Days Ago
UI prefab update before fixing merge conflicts
3 Days Ago
Merge from main
4 Days Ago
Merge from parent
4 Days Ago
Merge from main
5 Days Ago
Updated test save with a couple of larger built boats, including cannons.
5 Days Ago
Very placeholder initial cannon firing
5 Days Ago
Compile fix
5 Days 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.
5 Days Ago
Added support for delaying drifting to BaseBoat.
5 Days 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.
5 Days Ago
Refactor SetDimensions, now also sets parent trigger size and is also called after a load. Disable individual hull parent triggers for now.
5 Days Ago
Re-enable the BaseMountable visibility and dismount position checks I initially disabled now that things are setup properly.
5 Days Ago
Merge from parent
5 Days Ago
Merge from main
6 Days Ago
Added oriented dimensions calculation, used to auto set PlayerBoat entity bounds during boat creation. Added DebugDrawDimensions.
6 Days Ago
Bounds fix
6 Days Ago
hull_triangle parent trigger & vehicle world collider.
6 Days Ago
Remove parent trigger from PlayerBoat. Add parent triggers to hull_square and hull_corner. Add missing vehicle world collidesr to hull_corner
6 Days 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.
6 Days Ago
Merge from parent
6 Days Ago
Merge from main
7 Days Ago
Compass marker distance values.
8 Days Ago
Refactor child entity handling interface calls. Call them on server load.
8 Days Ago
More load fixes, including speed + mass
8 Days Ago
Correctly restore thrust point after a load
10 Days Ago
Added IAnchorable, implemented for PlayerBoat. Toggle buoyancy flow force on/off with anhor raise/lower. Checks all anchors incase there's multiple.
10 Days Ago
Buoyancy flow force can be disabled per instance.
10 Days Ago
Add Lowered property for anchor. Raise/lower radial interactions. Basic cancelling out of thrust when anchored.
10 Days Ago
Anchor prefab/script setup. Manifest.
10 Days Ago
Anchor boiler
10 Days Ago
Merge from parent
10 Days Ago
Merge from main