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1,238 Commits over 518 Days - 0.10cph!

47 Days Ago
merge from deep_sea
47 Days Ago
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47 Days Ago
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47 Days Ago
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47 Days Ago
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51 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
51 Days Ago
deleted old saved shorevector texture
51 Days Ago
moved shorevector baking to the Tropical1 scene and reran s2p
51 Days Ago
rebaked shorevectors
51 Days Ago
merge from deep_sea
52 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
52 Days Ago
split client/server calls to write baked data
52 Days Ago
fix rotation being inverted
52 Days Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
52 Days Ago
corrected blit so it scales and rotates properly
52 Days Ago
missing file
52 Days Ago
separate sizes, fixed scaling
52 Days Ago
invert assert condition
52 Days Ago
replaced debug line with asserts
52 Days Ago
merge from deep sea
53 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
53 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
53 Days Ago
half-broken application of baked shore vectors
53 Days Ago
moved cooldown flag from storage to the drone entity so it's actually communicated for client feedback
53 Days Ago
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54 Days Ago
renamed to BakedShoreVectors
54 Days Ago
54 Days Ago
54 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
54 Days Ago
initial shore vector baker
55 Days Ago
drone camera view can look further down (60->80)
55 Days Ago
require drones to be marked hostile for sentry and SAM targetting
58 Days Ago
merge from boat_stability
58 Days Ago
compile fix
58 Days Ago
mereg from boat_stability
58 Days Ago
use the same buoyancy sleeping behaviour as tugboat
58 Days Ago
reduce anti-beaching accel
58 Days Ago
merge from boat_stability - anti-beaching forces - boat separation - general control improvements
58 Days Ago
improvements to sail performance
58 Days Ago
cleanup
58 Days Ago
higher drag for boats with no thrust-providing sails, calced infrequently
58 Days Ago
reduce wheel turn speed
58 Days Ago
scale sail thrust while lower/raising for smoother transition and less jerk
58 Days Ago
removed log
58 Days Ago
merge from naval_update
59 Days Ago
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
59 Days Ago
some detection and pushing to stop crewed playerboats from beaching themselves too badly
59 Days Ago
trying reduced sail thrust 3000->2000
59 Days Ago
boat stability work
2 Months Ago
regenerate static fields to fix compile - added ResetStaticFields call to codegen clean