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1,819 Commits over 852 Days - 0.09cph!

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