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1,568 Commits over 699 Days - 0.09cph!

7 Months Ago
merge from boat_building
7 Months Ago
merge from boat_physics_pass - generally made boats much faster but retained control on acceleration so they don't go crazy
7 Months Ago
buffed boat propulsion sails 2000 -> 2500 engine 5000 -> 10000 (4x sails)
7 Months Ago
increase accel again
7 Months Ago
increased max acceleration
7 Months Ago
removed boat<->boat separation forces because they did more harm than good, especially with more than 2 boats in the mix
7 Months Ago
better control over max acceleration of the playerboats, needs tuning still
7 Months Ago
Match max PlayerBoat velocity with tugboat
7 Months Ago
compile fixes
7 Months Ago
compositing for SlopeData
7 Months Ago
re-baked tropical1 and tropical2 to include slopedata
8 Months Ago
DrawInspectorTextureAttribute folds with the field name
8 Months Ago
initial coarse height baking
8 Months Ago
merge from deep_sea
8 Months Ago
added fuel storage/consumption to boat engine
8 Months Ago
merge from engine_forces - initial implementation only, stub functions instead of EntityFuelSystem at the moment
8 Months Ago
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
8 Months Ago
dummy logic for fuel consumption in force application
8 Months Ago
increased engine thrust, as strong as 2.5 sails
8 Months Ago
handle steering adjustment with COM centerline properly
8 Months Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
8 Months Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
8 Months Ago
initial Terrain_WaterHeight separation and dummy data for both
8 Months Ago
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
8 Months Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
8 Months Ago
tropical2 s2p
8 Months Ago
baked tropical2 shorevectors
8 Months Ago
handle inactive terrain in bakes
8 Months Ago
deep sea shorevector map initializes as ocean
8 Months Ago
re-attached baked shore vectors after accepting source from last merge, reran s2p
8 Months Ago
merge from deep_sea
8 Months Ago
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8 Months Ago
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8 Months Ago
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8 Months 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
8 Months Ago
deleted old saved shorevector texture
8 Months Ago
moved shorevector baking to the Tropical1 scene and reran s2p
8 Months Ago
rebaked shorevectors
8 Months Ago
merge from deep_sea
8 Months 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
8 Months Ago
split client/server calls to write baked data
8 Months Ago
fix rotation being inverted
8 Months Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
8 Months Ago
corrected blit so it scales and rotates properly
8 Months Ago
missing file
8 Months Ago
separate sizes, fixed scaling
8 Months Ago
invert assert condition
8 Months Ago
replaced debug line with asserts
8 Months Ago
merge from deep sea