1,153 Commits over 518 Days - 0.09cph!
use the same buoyancy sleeping behaviour as tugboat
reduce anti-beaching accel
merge from boat_stability
- anti-beaching forces
- boat separation
- general control improvements
improvements to sail performance
higher drag for boats with no thrust-providing sails, calced infrequently
scale sail thrust while lower/raising for smoother transition and less jerk
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
some detection and pushing to stop crewed playerboats from beaching themselves too badly
trying reduced sail thrust 3000->2000
regenerate static fields to fix compile
- added ResetStaticFields call to codegen clean
remplaced mesh colliders with primitive
replacing outboard motor hierarchy scaling with mesh import scaling
cleaned up some dead code in playerboat controls
merge from burst_1_8_25/determinism
- brings erosion determinism and some jobified heightmap/topology sampling determinism
moved HeightMap and TopologyMap query jobs to be deterministic
switched erosion jobs to FloatMode.Determinstic for cross-platform determinism with procgen (minimal performance impact in this case)
burst update 1.8.18 -> 1.8.25
merge from drone_storage_slot
drone height limits matched with player helicopters, uses the same set of HotAirBalloon convars that are shared between player controlled air vehicles already
missing localize on rcmenu
merge from drone_storage_slot
added "marked hostile" text to rc fro drone feedback, fixed text not being disabled when drone is destroyed
pass down override item into SetUpThrownWeapon virtual func, fixes casette recorders
handle inter-realm collision properly in EntityCollisionMessage by ignoring it, not converting the entity
fixed normal item drop that had broken in cleanup
merge from drone_storage_slot
corrected inherited velocity used to throw projectiles, may want to dampen this still
drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
properly centered drone action prompt label on computerscreen ui
merge from drone_storage_slot
address feedback on thrownweapon modification
drone pickup action is overriden to be a normal menu item so that we can have all 3 interactions in the radial menu without hitting the non-hammer pickup interaction issue
let drones be picked up without hammer again
drones with ThrownWeapon in storage are marked as hostile, also mark as hostile after dropping weapon for period of time
drone ThrownWeapon rework, split serverside response to client throw into an implementation that's common to both and let drone storage override what it needs to and handle item consumption itself
- fixes issues like the RF explosive not getting state transferred over without needing to duplicate code between them
re-enable collision with dropped items after short timeout
added foliage displacement to the drone because I kept losing them