branchrust_reboot/main/naval_update/io_boatscancel
63 Commits over 92 Days - 0.03cph!
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ioentity.allow_on_boats set to true by default
Added playerboat.kill_io_deployables command
Can't use the wiretool while swimming
Fixed pressure pads being deployable halfway through walls
All IO entities are disconnected when a boat sinks, same delay as the doors etc
Restored spotlight and tripod spotlight deploy guides
Fixed HBHF and simple light groundwatch
Fixed industrial light placement regression
Tweaked some prefabs ground watch, fixing issues on boats
Increased BoatBuildingStation::GetStationOverlappingPosition grid query radius from 2 to 20,
It must be large enough so the grid can always find the station regardless of where inside the build area we query from
Fixes IO entities on land connectable to edit mode boat sometimes
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Fixed string lights slack not hanging using world pos
Fixed string lights Used flag not being reset correctly if the player stopped wiring at >5m from the box
It was blocking the "Wire" interaction, allowing you to edit the lights later
Fixed string lights mixing up local and world, its all local now
Disabled mip maps on string lights wire textures, streaming doesn't work with line renderers
Fixed triangle planter and triangle railroad planter having non convex colliders
Remade powered water purifier collider using primitives
Spooky speaker, water catcher, disco floor and strobe light deployable on boats
Fixed simple light, RF receiver, RF broadcaster and water barrel not parenting to boats (layer issue)
Disabled ceiling light on boat, was pushed by accident
Plant pot deployable on boats
Better checks for IO entities not sharing the same root parent
Fixed ioentity.allow_on_boats convar including Signage
Paintable reactive target deployable on boats
Fixed non convex mesh colliders for: RF broadcaster, RF receiver, simple light and reactive target
Remade water barrel collider with primitives, it had a non-convex mesh collider
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)
Reduced minecart planter colliders count from 16 to 4
All IO water items deployable on boats
Fixed ceiling fluorescent light invisible cables and meleehack invalids
Use GetRootParentEntity instead of the new GetRootParent method
Can't connect IO entities not sharing the same root parent
More IO prefabs deployable on boats
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
Wire snapping works on moving boats
Fixed electric furnace deploy volume not including Vehicle_Large
Remade large battery collider with primitives, it had a non-convex mesh collider
Fixed a bunch of wire tool local/world position issue
IO lines toggle their dynamic LOD when created if parented to a boat
IO lines plug effects are played locally
Fixed string light bulb rotation when deploying them on floor/ceilings
String lights line renderer now use local space positions, deployable on boats
Hopper and door controller not deployable on boats (performance reason, they can wake up a sleeping boat)
Flagged more prefabs to be deployable on boats
Disabled IO snapping on boat for now, it doesn't work well