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1,123 Commits over 487 Days - 0.10cph!

15 Days Ago
Gave SmallEngine a reverse option, provides half the force backwards - TurnOn/TurnOff interactions are instant now and on the radial menu rather than holding
15 Days Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
15 Days Ago
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects
16 Days Ago
merge from boat_engine_fuel
16 Days Ago
fixed merge change
16 Days Ago
merge from boat_building
16 Days Ago
merge from boat_physics_pass - generally made boats much faster but retained control on acceleration so they don't go crazy
16 Days Ago
buffed boat propulsion sails 2000 -> 2500 engine 5000 -> 10000 (4x sails)
16 Days Ago
increase accel again
16 Days Ago
increased max acceleration
16 Days Ago
removed boat<->boat separation forces because they did more harm than good, especially with more than 2 boats in the mix
16 Days Ago
better control over max acceleration of the playerboats, needs tuning still
16 Days Ago
Match max PlayerBoat velocity with tugboat
16 Days Ago
compile fixes
16 Days Ago
compositing for SlopeData
16 Days Ago
re-baked tropical1 and tropical2 to include slopedata
16 Days Ago
DrawInspectorTextureAttribute folds with the field name
16 Days Ago
initial coarse height baking
17 Days Ago
merge from deep_sea
17 Days Ago
added fuel storage/consumption to boat engine
17 Days Ago
merge from engine_forces - initial implementation only, stub functions instead of EntityFuelSystem at the moment
17 Days Ago
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
17 Days Ago
dummy logic for fuel consumption in force application
17 Days Ago
increased engine thrust, as strong as 2.5 sails
17 Days Ago
handle steering adjustment with COM centerline properly
17 Days Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
17 Days Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
17 Days Ago
initial Terrain_WaterHeight separation and dummy data for both
17 Days Ago
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
18 Days Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
18 Days Ago
tropical2 s2p
18 Days Ago
baked tropical2 shorevectors
18 Days Ago
handle inactive terrain in bakes
18 Days Ago
deep sea shorevector map initializes as ocean
18 Days Ago
re-attached baked shore vectors after accepting source from last merge, reran s2p
18 Days Ago
merge from deep_sea
18 Days Ago
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18 Days Ago
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18 Days Ago
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18 Days Ago
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22 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
22 Days Ago
deleted old saved shorevector texture
22 Days Ago
moved shorevector baking to the Tropical1 scene and reran s2p
22 Days Ago
rebaked shorevectors
22 Days Ago
merge from deep_sea
23 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
23 Days Ago
split client/server calls to write baked data
23 Days Ago
fix rotation being inverted
23 Days Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
23 Days Ago
corrected blit so it scales and rotates properly