branchrust_reboot/main/naval_update/boat_buildingcancel
23 Commits over 30 Days - 0.03cph!
compile fix for BaseMountable change
- switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead
- set flag on PlayerBoat only
merge from parenting_improvements
- just the stairs parenting volume
pick up fuel when picking up boat engine
merge from boat_mountable_fixes
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
moving some cargoship/tugboat special behaviour cases in deployabled and HitInfo to be driven by an interface tag rather than direct type check
- deployables parent directly to the vehicle instead of sub-entities
- special handling in some HitInfo data generation
assigned missing physics mats on some boat building blocks
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
merge from directional_drag
merge from physics_pass_two
undid change in file I don't remember touching (harmless)
merge from small_engine_reverse
merge from small_engine_reverse
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
merge from boat_engine_fuel
merge from boat_physics_pass
- generally made boats much faster but retained control on acceleration so they don't go crazy
merge from engine_forces
- initial implementation only, stub functions instead of EntityFuelSystem at the moment
broke up PlayerBoat monolith file
comitting to non-controlled sails and torque rudder control scheme for now
merge from sail_physics_test
fix for client colliders on deployables breaking server PlayerBoat (listen server only)
- BoatBuildingBlock reports added children to parent entity and brute-force ignores children between client/server, bit gross but works for now