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1,151 Commits over 518 Days - 0.09cph!

27 Days Ago
dummy logic for fuel consumption in force application
27 Days Ago
increased engine thrust, as strong as 2.5 sails
27 Days Ago
handle steering adjustment with COM centerline properly
27 Days Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
27 Days Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
27 Days Ago
initial Terrain_WaterHeight separation and dummy data for both
27 Days Ago
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
28 Days Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
28 Days Ago
tropical2 s2p
28 Days Ago
baked tropical2 shorevectors
28 Days Ago
handle inactive terrain in bakes
28 Days Ago
deep sea shorevector map initializes as ocean
28 Days Ago
re-attached baked shore vectors after accepting source from last merge, reran s2p
28 Days Ago
merge from deep_sea
28 Days Ago
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28 Days Ago
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28 Days Ago
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28 Days Ago
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32 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
32 Days Ago
deleted old saved shorevector texture
32 Days Ago
moved shorevector baking to the Tropical1 scene and reran s2p
32 Days Ago
rebaked shorevectors
32 Days Ago
merge from deep_sea
33 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
33 Days Ago
split client/server calls to write baked data
33 Days Ago
fix rotation being inverted
33 Days Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
33 Days Ago
corrected blit so it scales and rotates properly
33 Days Ago
missing file
33 Days Ago
separate sizes, fixed scaling
33 Days Ago
invert assert condition
33 Days Ago
replaced debug line with asserts
33 Days Ago
merge from deep sea
34 Days Ago
corrected deep sea shore vector positioning and how we copy the data into the current deep sea shorevectors map - something is still broken with the data, but the map matches the deep sea bounds size and aligns with island positions properly now
34 Days Ago
replaced baked shore vector data being saved as a broken texture to storing the actual data in an SO (with some inspector texture vis for sanity checking) - adjusted blitting func, untested though
34 Days Ago
half-broken application of baked shore vectors
34 Days Ago
moved cooldown flag from storage to the drone entity so it's actually communicated for client feedback
34 Days Ago
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35 Days Ago
renamed to BakedShoreVectors
35 Days Ago
35 Days Ago
35 Days Ago
undid a bunch of stuff making shore vector baking a static func, it's completely unnecessary and we have everything we need in the scene already
35 Days Ago
initial shore vector baker
36 Days Ago
drone camera view can look further down (60->80)
36 Days Ago
require drones to be marked hostile for sentry and SAM targetting
39 Days Ago
merge from boat_stability
39 Days Ago
compile fix
39 Days Ago
mereg from boat_stability
39 Days Ago
use the same buoyancy sleeping behaviour as tugboat
39 Days Ago
reduce anti-beaching accel