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1,296 Commits over 548 Days - 0.10cph!

56 Days Ago
merge from shore_vectors
56 Days Ago
merge from shore_vectors
56 Days Ago
merge from deep_sea
56 Days Ago
merge from floating_city_support
56 Days Ago
applying baked data for floating cities
57 Days Ago
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
57 Days Ago
allow shorevector-only bake, handle in blitting
57 Days Ago
merge from shore_vectors
57 Days Ago
parallel blit
57 Days Ago
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
57 Days Ago
better shore distance blending between islands
57 Days Ago
merge from shore_vectors
57 Days Ago
s2p for tropical1 and tropical2 (3 is pointing at 2's prefab currently, not touching)
57 Days Ago
post-merge tropical scene 1/2/3 shore data rebake
57 Days Ago
merge from deep_sea
57 Days Ago
re-baked Tropical1 and Tropical2 to include waterheight data
57 Days Ago
WaterHeight support for baked shore data
57 Days Ago
merge from deep_sea
60 Days Ago
undid change in file I don't remember touching (harmless)
60 Days Ago
merge from small_engine_reverse
60 Days Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
60 Days Ago
merge from small_engine_reverse
60 Days Ago
invert rudder control when reversing so it doesn't cancel out
60 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
60 Days Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
60 Days 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
2 Months Ago
compositing for SlopeData
2 Months Ago
re-baked tropical1 and tropical2 to include slopedata
2 Months Ago
DrawInspectorTextureAttribute folds with the field name
2 Months Ago
initial coarse height baking
2 Months Ago
merge from deep_sea
2 Months Ago
added fuel storage/consumption to boat engine
2 Months Ago
merge from engine_forces - initial implementation only, stub functions instead of EntityFuelSystem at the moment
2 Months Ago
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
2 Months Ago
dummy logic for fuel consumption in force application
2 Months Ago
increased engine thrust, as strong as 2.5 sails
2 Months Ago
handle steering adjustment with COM centerline properly
2 Months Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
2 Months Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors