994 Commits over 487 Days - 0.09cph!
- fixed deep sea default ocean values
- take shortest distance to shore when copying into overlapping data
baked tropical2 shorevectors
handle inactive terrain in bakes
deep sea shorevector map initializes as ocean
re-attached baked shore vectors after accepting source from last merge, reran s2p
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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
deleted old saved shorevector texture
moved shorevector baking to the Tropical1 scene and reran s2p
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
split client/server calls to write baked data
fix rotation being inverted
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
corrected blit so it scales and rotates properly
separate sizes, fixed scaling
replaced debug line with asserts
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
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
half-broken application of baked shore vectors
moved cooldown flag from storage to the drone entity so it's actually communicated for client feedback
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renamed to BakedShoreVectors
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
initial shore vector baker
drone camera view can look further down (60->80)
require drones to be marked hostile for sentry and SAM targetting
merge from boat_stability
mereg from boat_stability
use the same buoyancy sleeping behaviour as tugboat
reduce anti-beaching accel
merge from boat_stability
- anti-beaching forces
- boat separation
- general control improvements
improvements to sail performance
higher drag for boats with no thrust-providing sails, calced infrequently
scale sail thrust while lower/raising for smoother transition and less jerk