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1,585 Commits over 760 Days - 0.09cph!

9 Months Ago
re-baked Tropical1 and Tropical2 to include waterheight data
9 Months Ago
WaterHeight support for baked shore data
9 Months Ago
merge from deep_sea
9 Months Ago
undid change in file I don't remember touching (harmless)
9 Months Ago
merge from small_engine_reverse
9 Months Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
9 Months Ago
merge from small_engine_reverse
9 Months Ago
invert rudder control when reversing so it doesn't cancel out
9 Months Ago
Gave SmallEngine a reverse option, provides half the force backwards - TurnOn/TurnOff interactions are instant now and on the radial menu rather than holding
9 Months Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
9 Months Ago
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects
9 Months Ago
merge from boat_engine_fuel
9 Months Ago
fixed merge change
9 Months Ago
merge from boat_building
9 Months Ago
merge from boat_physics_pass - generally made boats much faster but retained control on acceleration so they don't go crazy
9 Months Ago
buffed boat propulsion sails 2000 -> 2500 engine 5000 -> 10000 (4x sails)
9 Months Ago
increase accel again
9 Months Ago
increased max acceleration
9 Months Ago
removed boat<->boat separation forces because they did more harm than good, especially with more than 2 boats in the mix
9 Months Ago
better control over max acceleration of the playerboats, needs tuning still
9 Months Ago
Match max PlayerBoat velocity with tugboat
9 Months Ago
compile fixes
9 Months Ago
compositing for SlopeData
9 Months Ago
re-baked tropical1 and tropical2 to include slopedata
9 Months Ago
DrawInspectorTextureAttribute folds with the field name
9 Months Ago
initial coarse height baking
9 Months Ago
merge from deep_sea
10 Months Ago
added fuel storage/consumption to boat engine
10 Months Ago
merge from engine_forces - initial implementation only, stub functions instead of EntityFuelSystem at the moment
10 Months Ago
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
10 Months Ago
dummy logic for fuel consumption in force application
10 Months Ago
increased engine thrust, as strong as 2.5 sails
10 Months Ago
handle steering adjustment with COM centerline properly
10 Months Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
10 Months Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
10 Months Ago
initial Terrain_WaterHeight separation and dummy data for both
10 Months Ago
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
10 Months Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
10 Months Ago
tropical2 s2p
10 Months Ago
baked tropical2 shorevectors
10 Months Ago
handle inactive terrain in bakes
10 Months Ago
deep sea shorevector map initializes as ocean
10 Months Ago
re-attached baked shore vectors after accepting source from last merge, reran s2p
10 Months Ago
merge from deep_sea
10 Months 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
10 Months Ago
deleted old saved shorevector texture
10 Months Ago
moved shorevector baking to the Tropical1 scene and reran s2p
10 Months Ago
rebaked shorevectors
10 Months Ago
merge from deep_sea
10 Months 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