1,151 Commits over 518 Days - 0.09cph!
    
    
    
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▅▉▉▊▌ ▆▇▅▆ █▅█▌▍_█▉▋▉▌_▉▄▉▄▋▇▄▌_█▇▍▄▋▍
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▊▆▌█▇ █▌▊▅▄█▊▅ █▋▍▇▍▌▅▍ ▇▌▇▆█▍ ▌▅▅▊█, ▉▌▄▍ ▄ ▇▇▌▌▅▍▊ ▅▍▅███ ▊▋ ▊▉ ▌▇██▅ ▍█▄█ ▍█▄ ▄▆▇▌▌▍-▊▄▇▋█▅▆▇ ▆▉▇▊█ ▌▋▍▄▋▉▉▅ ▇█▋ ▊▍▆▅▌▍▄ ▊▉▊▅▊▆▄▍▆ ▆▌▋ ▌▊▌ █▉▆▄ ▆▊ ▇▇▋▆ ▊▉▅█▍▅ █▇█▋▄▌ ▋▅▋▄▌ ▆▇▇▊▉▄▌█ ▊▌ ▌▊█ ▆▆▌ ▌▄▊▍ █▇▄▇▇▇▌ ▋▊▌▅▇/▅▌▄▄█
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▌▆▅▅▄ ▋▊▉▍ ▉█▄▋▋_▍▊▄▌▍▍█▍_▄▉▍
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▌▋▋▋ ▅▍▋▉ ▊▌▍ ▉▇▊▉█▅▊ ▌▅▅▉▋▌▋▆ ▄▉▅▅▇ ▍▅▍█▇ ▆▌▅█ ▅▅ ▇▉ ▅▆▍▌▍▊█▉ ▉▆▉ ▇▍▍▄ ▌▍ ▆▇▉█▍ ██ ▆▅▆ ▇██▄▍▅▅▊▉
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                separate sizes, fixed scaling
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                replaced debug line with asserts
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                half-broken application of baked shore vectors
 
                
                
                
                
                
             
         
        
            
            
            
                
                moved cooldown flag from storage to the drone entity so it's actually communicated for client feedback
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▆▊▊▄▌ ▅▇▋▇▌▅▄ ▉▇▊▌ ▉ ▄▍▄ █▍ ▄ ▋█ ▍▍▄▊▊▅ ▇▍▋▌▉ ▉▄ ▍▅▆▄▉▊▊▍▅▋▉▄▌ ▉█▉▍▇▊▍▉▍▆ ▇▄ ▊▊▌▄'▋▉ ▄▆█▄▌▌ █▇ ▇▄▉▌▅█▊▌▉ ▌█▌▉▍▊ ▉▄ ▍▌▍ ▌▄▌▌▇▆ █▌▇█ ▊▊█ ▍▆▍▄▅▄ ▌▇▌ ▄▍ ▊▍▍▅▊▍▄▌▍ ██
 
                
                
                
                
                
             
         
        
            
            
            
                
                renamed to BakedShoreVectors
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                initial shore vector baker
 
                
                
                
                
                
             
         
        
            
            
            
                
                drone camera view can look further down (60->80)
 
                
                
                
                
                
             
         
        
            
            
            
                
                require drones to be marked hostile for sentry and SAM targetting
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from boat_stability
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                mereg from boat_stability
 
                
                
                
                
                
             
         
        
            
            
            
                
                use the same buoyancy sleeping behaviour as tugboat
 
                
                
                
                
                
             
         
        
            
            
            
                
                reduce anti-beaching accel