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1,250 Commits over 518 Days - 0.10cph!

43 Days Ago
enabling PlayerBoat correction forces with some initial balance
43 Days Ago
added acceleration mode for boat wave correction forces, default is force (old behaviour) - lets us have consistent control forces on playerboats without worrying about mass differences
43 Days Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
43 Days Ago
removed unused field from shore vector override mod
43 Days Ago
merge from shore_vectors
43 Days Ago
merge from shore_vectors
43 Days Ago
merge from deep_sea
43 Days Ago
merge from floating_city_support
43 Days Ago
applying baked data for floating cities
44 Days Ago
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
44 Days Ago
allow shorevector-only bake, handle in blitting
44 Days Ago
merge from shore_vectors
44 Days Ago
parallel blit
44 Days Ago
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
44 Days Ago
better shore distance blending between islands
44 Days Ago
merge from shore_vectors
44 Days Ago
s2p for tropical1 and tropical2 (3 is pointing at 2's prefab currently, not touching)
44 Days Ago
post-merge tropical scene 1/2/3 shore data rebake
44 Days Ago
merge from deep_sea
44 Days Ago
re-baked Tropical1 and Tropical2 to include waterheight data
44 Days Ago
WaterHeight support for baked shore data
44 Days Ago
merge from deep_sea
47 Days Ago
undid change in file I don't remember touching (harmless)
47 Days Ago
merge from small_engine_reverse
47 Days Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
47 Days Ago
merge from small_engine_reverse
47 Days Ago
invert rudder control when reversing so it doesn't cancel out
47 Days 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
47 Days Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
47 Days Ago
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects
48 Days Ago
merge from boat_engine_fuel
48 Days Ago
fixed merge change
48 Days Ago
merge from boat_building
48 Days Ago
merge from boat_physics_pass - generally made boats much faster but retained control on acceleration so they don't go crazy
48 Days Ago
buffed boat propulsion sails 2000 -> 2500 engine 5000 -> 10000 (4x sails)
48 Days Ago
increase accel again
48 Days Ago
increased max acceleration
48 Days Ago
removed boat<->boat separation forces because they did more harm than good, especially with more than 2 boats in the mix
48 Days Ago
better control over max acceleration of the playerboats, needs tuning still
48 Days Ago
Match max PlayerBoat velocity with tugboat
48 Days Ago
compile fixes
48 Days Ago
compositing for SlopeData
48 Days Ago
re-baked tropical1 and tropical2 to include slopedata
48 Days Ago
DrawInspectorTextureAttribute folds with the field name
48 Days Ago
initial coarse height baking
48 Days Ago
merge from deep_sea
49 Days Ago
added fuel storage/consumption to boat engine
49 Days Ago
merge from engine_forces - initial implementation only, stub functions instead of EntityFuelSystem at the moment
49 Days Ago
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
49 Days Ago
dummy logic for fuel consumption in force application