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1,314 Commits over 579 Days - 0.09cph!

3 Months Ago
better ray batching, as always it's bottlenecked by Verify - added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches
3 Months Ago
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently - using batched casts, still a bit slow - substepping drag values between angles for continuous values
3 Months Ago
merge from boat_building
3 Months Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
3 Months Ago
structure to query drag by angle from flattened pre-baked data (dummy data for testing)
3 Months Ago
merge from shore_vectors
3 Months Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
3 Months Ago
merge from physics_pass_two
3 Months Ago
playerboat wavePID balance
3 Months Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
3 Months Ago
improve transform access in correction forces
3 Months Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
3 Months Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
3 Months Ago
steeringwheel controls HasDriver flag of parent boat
3 Months Ago
enabling PlayerBoat correction forces with some initial balance
3 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
3 Months Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
3 Months Ago
removed unused field from shore vector override mod
3 Months Ago
merge from shore_vectors
3 Months Ago
merge from shore_vectors
3 Months Ago
merge from deep_sea
3 Months Ago
merge from floating_city_support
3 Months Ago
applying baked data for floating cities
3 Months Ago
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
3 Months Ago
allow shorevector-only bake, handle in blitting
3 Months Ago
merge from shore_vectors
3 Months Ago
parallel blit
3 Months Ago
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
3 Months Ago
better shore distance blending between islands
3 Months Ago
merge from shore_vectors
3 Months Ago
s2p for tropical1 and tropical2 (3 is pointing at 2's prefab currently, not touching)
3 Months Ago
post-merge tropical scene 1/2/3 shore data rebake
3 Months Ago
merge from deep_sea
3 Months Ago
re-baked Tropical1 and Tropical2 to include waterheight data
3 Months Ago
WaterHeight support for baked shore data
3 Months Ago
merge from deep_sea
3 Months Ago
undid change in file I don't remember touching (harmless)
3 Months Ago
merge from small_engine_reverse
3 Months Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
3 Months Ago
merge from small_engine_reverse
3 Months Ago
invert rudder control when reversing so it doesn't cancel out
3 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
3 Months Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
3 Months Ago
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects
3 Months Ago
merge from boat_engine_fuel
3 Months Ago
fixed merge change
3 Months Ago
merge from boat_building
3 Months Ago
merge from boat_physics_pass - generally made boats much faster but retained control on acceleration so they don't go crazy
3 Months Ago
buffed boat propulsion sails 2000 -> 2500 engine 5000 -> 10000 (4x sails)
3 Months Ago
increase accel again