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1,333 Commits over 579 Days - 0.10cph!

4 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
4 Months Ago
deleted old saved shorevector texture
4 Months Ago
moved shorevector baking to the Tropical1 scene and reran s2p
4 Months Ago
rebaked shorevectors
4 Months Ago
merge from deep_sea
4 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
4 Months Ago
split client/server calls to write baked data
4 Months Ago
fix rotation being inverted
4 Months Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
4 Months Ago
corrected blit so it scales and rotates properly
4 Months Ago
missing file
4 Months Ago
separate sizes, fixed scaling
4 Months Ago
invert assert condition
4 Months Ago
replaced debug line with asserts
4 Months Ago
merge from deep sea
4 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
4 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
4 Months Ago
half-broken application of baked shore vectors
4 Months Ago
moved cooldown flag from storage to the drone entity so it's actually communicated for client feedback
4 Months Ago
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4 Months Ago
renamed to BakedShoreVectors
4 Months Ago
4 Months Ago
4 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
4 Months Ago
initial shore vector baker
4 Months Ago
drone camera view can look further down (60->80)
4 Months Ago
require drones to be marked hostile for sentry and SAM targetting
4 Months Ago
merge from boat_stability
4 Months Ago
compile fix
4 Months Ago
mereg from boat_stability
4 Months Ago
use the same buoyancy sleeping behaviour as tugboat
4 Months Ago
reduce anti-beaching accel
4 Months Ago
merge from boat_stability - anti-beaching forces - boat separation - general control improvements
4 Months Ago
improvements to sail performance
4 Months Ago
cleanup
4 Months Ago
higher drag for boats with no thrust-providing sails, calced infrequently
4 Months Ago
reduce wheel turn speed
4 Months Ago
scale sail thrust while lower/raising for smoother transition and less jerk
4 Months Ago
removed log
4 Months Ago
merge from naval_update
4 Months Ago
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
4 Months Ago
some detection and pushing to stop crewed playerboats from beaching themselves too badly
4 Months Ago
trying reduced sail thrust 3000->2000
4 Months Ago
boat stability work
4 Months Ago
regenerate static fields to fix compile - added ResetStaticFields call to codegen clean
4 Months Ago
remplaced mesh colliders with primitive
4 Months Ago
replacing outboard motor hierarchy scaling with mesh import scaling
4 Months Ago
cleaned up some dead code in playerboat controls
4 Months Ago
merge from burst_1_8_25/determinism - brings erosion determinism and some jobified heightmap/topology sampling determinism
4 Months Ago
merge from burst_1_8_25