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994 Commits over 487 Days - 0.09cph!

4 Hours Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
6 Hours Ago
tropical2 s2p
6 Hours Ago
baked tropical2 shorevectors
6 Hours Ago
handle inactive terrain in bakes
6 Hours Ago
deep sea shorevector map initializes as ocean
6 Hours Ago
re-attached baked shore vectors after accepting source from last merge, reran s2p
Today
merge from deep_sea
Today
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Today
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4 Days Ago
basic initial baked shore vector override component to let us specify zero shoredistance around areas that wouldn't normally result in shorevectors due to a lack of terrain (ghost ships, floating cities) - will let us stop storm waves just taking over the floating city in storms as they have no terrain to generate shore vectors
4 Days Ago
deleted old saved shorevector texture
4 Days Ago
moved shorevector baking to the Tropical1 scene and reran s2p
4 Days Ago
rebaked shorevectors
4 Days Ago
merge from deep_sea
5 Days Ago
big break-everything refactor on shore vectors where all data is wrapped behind ShoreData structs that are switched as required - all queries have to be made positionally or directly on the relevant ShoreData map - most query methods now passthrough to the correct dataset, some are hardcoded to Mainland data for some questionale pre-existing usage - refactored ShoreVectorQueryStructure to use the ShoreData structs and handle switching between them internally in jobs
5 Days Ago
split client/server calls to write baked data
5 Days Ago
fix rotation being inverted
5 Days Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
5 Days Ago
corrected blit so it scales and rotates properly
5 Days Ago
missing file
5 Days Ago
separate sizes, fixed scaling
5 Days Ago
invert assert condition
5 Days Ago
replaced debug line with asserts
5 Days Ago
merge from deep sea
6 Days Ago
corrected deep sea shore vector positioning and how we copy the data into the current deep sea shorevectors map - something is still broken with the data, but the map matches the deep sea bounds size and aligns with island positions properly now
6 Days Ago
replaced baked shore vector data being saved as a broken texture to storing the actual data in an SO (with some inspector texture vis for sanity checking) - adjusted blitting func, untested though
6 Days Ago
half-broken application of baked shore vectors
6 Days Ago
moved cooldown flag from storage to the drone entity so it's actually communicated for client feedback
6 Days Ago
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7 Days Ago
renamed to BakedShoreVectors
7 Days Ago
7 Days Ago
7 Days Ago
undid a bunch of stuff making shore vector baking a static func, it's completely unnecessary and we have everything we need in the scene already
7 Days Ago
initial shore vector baker
8 Days Ago
drone camera view can look further down (60->80)
8 Days Ago
require drones to be marked hostile for sentry and SAM targetting
11 Days Ago
merge from boat_stability
11 Days Ago
compile fix
11 Days Ago
mereg from boat_stability
11 Days Ago
use the same buoyancy sleeping behaviour as tugboat
11 Days Ago
reduce anti-beaching accel
11 Days Ago
merge from boat_stability - anti-beaching forces - boat separation - general control improvements
11 Days Ago
improvements to sail performance
11 Days Ago
cleanup
11 Days Ago
higher drag for boats with no thrust-providing sails, calced infrequently
11 Days Ago
reduce wheel turn speed
11 Days Ago
scale sail thrust while lower/raising for smoother transition and less jerk
11 Days Ago
removed log