353 Commits over 153 Days - 0.10cph!
Cannon ball speed increased, can now aim cannons left/right
Cannon aiming resets when leaving aiming mode
Water force to 12, cannon ball bit bigger, cannons fire faster, longer and less height
Networking fixes. Temp set grid range to 1
Switch to net 2 not subset. Added gmcs.rsp
Server creates a console window when running in batch mode.
Fixed server spawn location for shipyard
Reworked client connect/disconnect server log messages
Disabled sound on boat splashes. Added ClientSideEnable script
Changed turn acceleration from 0.4 to 0.7
Added bird flocks asset, added birds to skull landmark
Ship->world collision improvement and refactor.
Buoyancy code refactor. Purged a load of warnings everywhere.
Collision layer, changed ship raycast to spherecast, moved non-island collision stuff to collision layer, cast now uses combined layermask check.
Disabled the distortion on water transition effect and made it a callable function for water splash/drop screen effects. Triggers on collisions above speed percent of > 0.4
More pretending I know what I'm doing with shaders
Protobuf for ship entities
Server now uses PlayerSpawn class to pick random spawns (no logic yet, just random) for players. Player cam rotation defaults to the direction the player is spawned in.
Spawn logic now find the nearest island with the lowest number of nearby players, so spawns start near the town and work outwards based on player count around islands.
Ocean tick is now synch'd on client connection
Cannons now play recoil anim
Ship/player death and respawn WIP