1,171 Commits over 518 Days - 0.09cph!
assigned missing physics mats on some boat building blocks
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
cleanup
left note for possible change to how angles are populated if it proves a performance issue
merge from directional_drag
added command to print DragByAngle table of a boat you're looking at (admin only)
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
better ray batching, as always it's bottlenecked by Verify
- added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently
- using batched casts, still a bit slow
- substepping drag values between angles for continuous values
initial WIP directional drag (not balanced and not fast)
- take a set of planes offset from hull block bounds at a regular set interval
- project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate
- drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward
- considering this as "drag" currently, but may apply this as a force for easier control
structure to query drag by angle from flattened pre-baked data (dummy data for testing)
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
merge from physics_pass_two
playerboat wavePID balance
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
improve transform access in correction forces
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
steeringwheel controls HasDriver flag of parent boat
enabling PlayerBoat correction forces with some initial balance
added acceleration mode for boat wave correction forces, default is force (old behaviour)
- lets us have consistent control forces on playerboats without worrying about mass differences
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
removed unused field from shore vector override mod
merge from floating_city_support
applying baked data for floating cities
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
allow shorevector-only bake, handle in blitting
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
better shore distance blending between islands
s2p for tropical1 and tropical2 (3 is pointing at 2's prefab currently, not touching)
post-merge tropical scene 1/2/3 shore data rebake
re-baked Tropical1 and Tropical2 to include waterheight data
WaterHeight support for baked shore data
undid change in file I don't remember touching (harmless)
merge from small_engine_reverse
menu options split between foward/reverse gear toggle
- also fixed on/off options using the same string token by mistake
merge from small_engine_reverse
invert rudder control when reversing so it doesn't cancel out
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)