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1,309 Commits over 548 Days - 0.10cph!

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
2 Months Ago
initial Terrain_WaterHeight separation and dummy data for both
2 Months Ago
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
2 Months Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
2 Months Ago
tropical2 s2p
2 Months Ago
baked tropical2 shorevectors
2 Months Ago
handle inactive terrain in bakes
2 Months Ago
deep sea shorevector map initializes as ocean
2 Months Ago
re-attached baked shore vectors after accepting source from last merge, reran s2p
2 Months Ago
merge from deep_sea
2 Months Ago
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2 Months Ago
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2 Months Ago
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2 Months Ago
basic initial baked shore vector override component to let us specify zero shoredistance around areas that wouldn't normally result in shorevectors due to a lack of terrain (ghost ships, floating cities) - will let us stop storm waves just taking over the floating city in storms as they have no terrain to generate shore vectors
2 Months Ago
deleted old saved shorevector texture
2 Months Ago
moved shorevector baking to the Tropical1 scene and reran s2p
2 Months Ago
rebaked shorevectors
2 Months Ago
merge from deep_sea
2 Months Ago
big break-everything refactor on shore vectors where all data is wrapped behind ShoreData structs that are switched as required - all queries have to be made positionally or directly on the relevant ShoreData map - most query methods now passthrough to the correct dataset, some are hardcoded to Mainland data for some questionale pre-existing usage - refactored ShoreVectorQueryStructure to use the ShoreData structs and handle switching between them internally in jobs
2 Months Ago
split client/server calls to write baked data
2 Months Ago
fix rotation being inverted
2 Months Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
2 Months Ago
corrected blit so it scales and rotates properly
2 Months Ago
missing file
2 Months Ago
separate sizes, fixed scaling
2 Months Ago
invert assert condition
2 Months Ago
replaced debug line with asserts
2 Months Ago
merge from deep sea
2 Months Ago
corrected deep sea shore vector positioning and how we copy the data into the current deep sea shorevectors map - something is still broken with the data, but the map matches the deep sea bounds size and aligns with island positions properly now
2 Months Ago
replaced baked shore vector data being saved as a broken texture to storing the actual data in an SO (with some inspector texture vis for sanity checking) - adjusted blitting func, untested though
2 Months Ago
half-broken application of baked shore vectors
2 Months Ago
moved cooldown flag from storage to the drone entity so it's actually communicated for client feedback
2 Months Ago
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2 Months Ago
renamed to BakedShoreVectors
2 Months Ago
2 Months Ago
2 Months Ago
undid a bunch of stuff making shore vector baking a static func, it's completely unnecessary and we have everything we need in the scene already