1,123 Commits over 487 Days - 0.10cph!
Gave SmallEngine a reverse option, provides half the force backwards
- TurnOn/TurnOff interactions are instant now and on the radial menu rather than holding
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels
- not needed and not intended to be used for dynamic objects
merge from boat_engine_fuel
merge from boat_physics_pass
- generally made boats much faster but retained control on acceleration so they don't go crazy
buffed boat propulsion
sails 2000 -> 2500
engine 5000 ->
10000 (4x sails)
increased max acceleration
removed boat<->boat separation forces because they did more harm than good, especially with more than 2 boats in the mix
better control over max acceleration of the playerboats, needs tuning still
Match max PlayerBoat velocity with tugboat
compositing for SlopeData
re-baked tropical1 and tropical2 to include slopedata
DrawInspectorTextureAttribute folds with the field name
initial coarse height baking
added fuel storage/consumption to boat engine
merge from engine_forces
- initial implementation only, stub functions instead of EntityFuelSystem at the moment
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
dummy logic for fuel consumption in force application
increased engine thrust, as strong as 2.5 sails
handle steering adjustment with COM centerline properly
initial engine forces
- steering derived force direction
- separate convar for position influence, much weaker than sails
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
initial Terrain_WaterHeight separation and dummy data for both
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
- 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