Alpha v1.0.0

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All Rust commits from Facepunch

127 total commits for branch:
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Adam W11/07/202522:17:50
rust_reboot/main/naval_update/boat_building (#125687)

Made sails easier to interact with.

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Adam W11/07/202521:02:05
rust_reboot/main/naval_update/boat_building (#125685)

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.

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Adam W11/07/202519:48:31
rust_reboot/main/naval_update/boat_building (#125677)

Refactor EditAreaAvailable() to CanEnterEditMode() ahead of some changes

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Adam W11/07/202510:04:52
rust_reboot/main/naval_update/boat_building (#125588)

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.

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Adam W11/07/202508:38:13
rust_reboot/main/naval_update/boat_building (#125574)

Resolve merge UI conflict

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Adam W11/07/202508:30:38
rust_reboot/main/naval_update/boat_building (#125572)

Merge from parent (with UI conflict)

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Adam W11/07/202508:29:09
rust_reboot/main/naval_update/boat_building (#125571)

UI prefab update before fixing merge conflicts

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Adam W10/07/202508:36:22
rust_reboot/main/naval_update/boat_building (#125446)

Merge from parent

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Adam W09/07/202514:27:59
rust_reboot/main/naval_update/boat_building (#125329)

Updated test save with a couple of larger built boats, including cannons.

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Adam W09/07/202513:45:14
rust_reboot/main/naval_update/boat_building (#125320)

Very placeholder initial cannon firing

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Adam W09/07/202506:51:38
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Adam W09/07/202506:33:49
rust_reboot/main/naval_update/boat_building (#125290)

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.

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Adam W09/07/202506:06:48
rust_reboot/main/naval_update/boat_building (#125289)

Added support for delaying drifting to BaseBoat.

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Adam W09/07/202505:52:24
rust_reboot/main/naval_update/boat_building (#125288)

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.

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Adam W09/07/202505:08:36
rust_reboot/main/naval_update/boat_building (#125287)

Refactor SetDimensions, now also sets parent trigger size and is also called after a load. Disable individual hull parent triggers for now.

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Adam W09/07/202504:39:03
rust_reboot/main/naval_update/boat_building (#125281)

Re-enable the BaseMountable visibility and dismount position checks I initially disabled now that things are setup properly.

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Adam W09/07/202503:56:13
rust_reboot/main/naval_update/boat_building (#125275)

Merge from parent

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Adam W08/07/202521:21:30
rust_reboot/main/naval_update/boat_building (#125251)

Added oriented dimensions calculation, used to auto set PlayerBoat entity bounds during boat creation. Added DebugDrawDimensions.

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Adam W08/07/202520:27:19
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Adam W08/07/202513:34:01
rust_reboot/main/naval_update/boat_building (#125203)

hull_triangle parent trigger & vehicle world collider.

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Adam W08/07/202513:30:39
rust_reboot/main/naval_update/boat_building (#125201)

Remove parent trigger from PlayerBoat. Add parent triggers to hull_square and hull_corner. Add missing vehicle world collidesr to hull_corner

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Adam W08/07/202509:27:38
rust_reboot/main/naval_update/boat_building (#125167)

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.

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Adam W08/07/202508:19:54
rust_reboot/main/naval_update/boat_building (#125163)

Merge from parent

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Adam W06/07/202519:50:37
rust_reboot/main/naval_update/boat_building (#125115)

Refactor child entity handling interface calls. Call them on server load.

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Adam W06/07/202519:41:18
rust_reboot/main/naval_update/boat_building (#125114)

More load fixes, including speed + mass

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Adam W06/07/202519:16:25
rust_reboot/main/naval_update/boat_building (#125113)

Correctly restore thrust point after a load

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Adam W04/07/202515:43:08
rust_reboot/main/naval_update/boat_building (#125057)

Added IAnchorable, implemented for PlayerBoat. Toggle buoyancy flow force on/off with anhor raise/lower. Checks all anchors incase there's multiple.

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Adam W04/07/202515:17:02
rust_reboot/main/naval_update/boat_building (#125051)

Buoyancy flow force can be disabled per instance.

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Adam W04/07/202512:39:01
rust_reboot/main/naval_update/boat_building (#125026)

Add Lowered property for anchor. Raise/lower radial interactions. Basic cancelling out of thrust when anchored.

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Adam W04/07/202512:21:44
rust_reboot/main/naval_update/boat_building (#125024)

Anchor prefab/script setup. Manifest.

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Adam W04/07/202511:39:54
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Adam W04/07/202509:42:31
rust_reboot/main/naval_update/boat_building (#125008)

Merge from parent

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Adam W03/07/202516:23:55
rust_reboot/main/naval_update/boat_building (#124968)

Convars for aboard player and auto close sails checks.

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Adam W03/07/202516:17:40
rust_reboot/main/naval_update/boat_building (#124966)

Bunch of thrust position calculation improvements. Makes turning much more reliable on a bigger variet of boats for now.

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Adam W03/07/202515:30:14
rust_reboot/main/naval_update/boat_building (#124960)

Thrust position calculation fix

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Adam W03/07/202512:30:49
rust_reboot/main/naval_update/boat_building (#124937)

WIP Automatic thrust point calculation based on hull blocks

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Adam W03/07/202512:12:16
rust_reboot/main/naval_update/boat_building (#124932)

Tag hull pieces

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Adam W03/07/202511:01:32
rust_reboot/main/naval_update/boat_building (#124926)

Track how long since a boat has had a player aboard. Auto close sails after ~30 seconds of having no players aboard.

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Adam W03/07/202510:19:53
rust_reboot/main/naval_update/boat_building (#124922)

Implement AnyPlayersOnBoat

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Adam W03/07/202509:52:09
rust_reboot/main/naval_update/boat_building (#124919)

EngineOn now checks for open sails and thrust

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Adam W02/07/202514:39:54
rust_reboot/main/naval_update/boat_building (#124871)

Sail blocking tweaks

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Adam W02/07/202512:40:31
rust_reboot/main/naval_update/boat_building (#124853)

Fix some client/server domain issues with GetEntitiesInBuildArea

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Adam W02/07/202508:10:18
rust_reboot/main/naval_update/boat_building (#124826)

Merge from parent

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Adam W30/06/202509:14:36
rust_reboot/main/naval_update/boat_building (#124625)

Merge from parent

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Adam W27/06/202514:46:09
rust_reboot/main/naval_update/boat_building (#124571)

Cannon whitebox deployabke

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Adam W27/06/202514:20:33
rust_reboot/main/naval_update/boat_building (#124566)

Merge from deployable_cannon

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Adam W27/06/202514:20:21
rust_reboot/main/naval_update/boat_building (#124565)

Flip default anchor rotation so it's easier to place at edges

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Adam W27/06/202514:14:44
rust_reboot/main/naval_update/boat_building (#124563)

Initial setup of anchor as deployable.

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Adam W27/06/202513:26:29
rust_reboot/main/naval_update/boat_building (#124551)

Merge from manual_anchor

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Adam W27/06/202510:40:56
rust_reboot/main/naval_update/boat_building (#124527)

Added IBoatBuildingPiece inteface. Call IBoatBuildingPiece.OnAddedToBoat when pieces are parented. Moved steering wheel and sail init logic to this implementation.

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Rust Utility Hub - Commits - main/naval_update/boat_building