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1,825 Commits over 852 Days - 0.09cph!

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