This pull request contains many smaller features which were iterated off of while adding the nautilus and testing spawn and zdo tweaks for loading.
features
gizmos - rotations work better, gizmos has a patch but it works only slightly better due to issues with local rotation not matching the boat rotation too.
raft creative supports gizmos by zeroing all axises including the y (ship travel direction) axis.
Experimentally adds support for Player dynamic spawn syncing and login syncing. Will not be available in 2.2.0
refactor a bunch of foldernames (but no code changes)
iron prefabs are finalized (and no longer under the experimental flag), they are a rustic metal. They will cause iron and bronze but are very strong. They are much thinner than wood prefabs.
wood prefabs are stronger and balanced based on their materials.
nautilus is added for fun (thanks to Racer for making the blender design) , it can be placed in water on a WaterVehicle and steered...its experimental only, but many new pieces will come from it.
[x] todo to make a prefab Readme section for experimental prefabs (not fully accepted or complete but ready to use)
adds Rams. 4 variants based on angle. They smash rocks boats, enemies, and poor stranded vikings. They could be used on land if you let your raft fly.
the boats can now smash into pieces/buildings and do damage to the piece they collide with. Damage is based on mass and velocity, but is much much lower and no area of affect compared to a ram.
A ram will hit everything near it and transfer kinetic damage through all items hit at a decrease rate based on distance.
adds box windows, but not to the game. Windows have see through glass but are safe from enemies. Intended to allow players to enjoy their boat underwater or above water and see outside.
Attempts to fix physics desyncing by adding another ZsyncTransform to the pieces container so players are no longer stuttering while sailing.
Removes the sync feature from BaseVehicleController / aka PieceController and utilizing a FixedJoint which is part of unity best practices for multiple physics objects that must be synced.
notes
port windows will likely be release before the box windows. Port windows will look like the nautilus eyes and cut through materials they attach to in order to display content on other side. (have to figure out masking)
This pull request contains many smaller features which were iterated off of while adding the nautilus and testing spawn and zdo tweaks for loading.
features
notes