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1,309 Commits over 548 Days - 0.10cph!

2 Months Ago
merge from shore_vectors
2 Months Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
2 Months Ago
merge from physics_pass_two
2 Months Ago
playerboat wavePID balance
2 Months Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
2 Months Ago
improve transform access in correction forces
2 Months Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
2 Months Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
2 Months Ago
steeringwheel controls HasDriver flag of parent boat
2 Months Ago
enabling PlayerBoat correction forces with some initial balance
2 Months 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
2 Months Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
2 Months Ago
removed unused field from shore vector override mod
2 Months Ago
merge from shore_vectors
2 Months Ago
merge from shore_vectors
2 Months Ago
merge from deep_sea
2 Months Ago
merge from floating_city_support
2 Months Ago
applying baked data for floating cities
2 Months Ago
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
2 Months Ago
allow shorevector-only bake, handle in blitting
2 Months Ago
merge from shore_vectors
2 Months Ago
parallel blit
2 Months Ago
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
2 Months Ago
better shore distance blending between islands
2 Months Ago
merge from shore_vectors
2 Months Ago
s2p for tropical1 and tropical2 (3 is pointing at 2's prefab currently, not touching)
2 Months Ago
post-merge tropical scene 1/2/3 shore data rebake
2 Months Ago
merge from deep_sea
2 Months Ago
re-baked Tropical1 and Tropical2 to include waterheight data
2 Months Ago
WaterHeight support for baked shore data
2 Months Ago
merge from deep_sea
2 Months Ago
undid change in file I don't remember touching (harmless)
2 Months Ago
merge from small_engine_reverse
2 Months Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
2 Months Ago
merge from small_engine_reverse
2 Months Ago
invert rudder control when reversing so it doesn't cancel out
2 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
2 Months Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
2 Months Ago
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects
2 Months Ago
merge from boat_engine_fuel
2 Months Ago
fixed merge change
2 Months Ago
merge from boat_building
2 Months Ago
merge from boat_physics_pass - generally made boats much faster but retained control on acceleration so they don't go crazy
2 Months Ago
buffed boat propulsion sails 2000 -> 2500 engine 5000 -> 10000 (4x sails)
2 Months Ago
increase accel again
2 Months Ago
increased max acceleration
2 Months Ago
removed boat<->boat separation forces because they did more harm than good, especially with more than 2 boats in the mix
2 Months Ago
better control over max acceleration of the playerboats, needs tuning still
2 Months Ago
Match max PlayerBoat velocity with tugboat
2 Months Ago
compile fixes