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1,309 Commits over 548 Days - 0.10cph!

60 Days Ago
merge from shore_vectors
60 Days Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
60 Days Ago
merge from physics_pass_two
60 Days Ago
playerboat wavePID balance
60 Days Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
60 Days 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