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1,443 Commits over 638 Days - 0.09cph!

5 Months Ago
merge from floating_city_support
5 Months Ago
applying baked data for floating cities
5 Months Ago
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
5 Months Ago
allow shorevector-only bake, handle in blitting
5 Months Ago
merge from shore_vectors
5 Months Ago
parallel blit
5 Months Ago
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
5 Months Ago
better shore distance blending between islands
5 Months Ago
merge from shore_vectors
5 Months Ago
s2p for tropical1 and tropical2 (3 is pointing at 2's prefab currently, not touching)
5 Months Ago
post-merge tropical scene 1/2/3 shore data rebake
5 Months Ago
merge from deep_sea
5 Months Ago
re-baked Tropical1 and Tropical2 to include waterheight data
5 Months Ago
WaterHeight support for baked shore data
5 Months Ago
merge from deep_sea
6 Months Ago
undid change in file I don't remember touching (harmless)
6 Months Ago
merge from small_engine_reverse
6 Months Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
6 Months Ago
merge from small_engine_reverse
6 Months Ago
invert rudder control when reversing so it doesn't cancel out
6 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
6 Months Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
6 Months Ago
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects
6 Months Ago
merge from boat_engine_fuel
6 Months Ago
fixed merge change
6 Months Ago
merge from boat_building
6 Months Ago
merge from boat_physics_pass - generally made boats much faster but retained control on acceleration so they don't go crazy
6 Months Ago
buffed boat propulsion sails 2000 -> 2500 engine 5000 -> 10000 (4x sails)
6 Months Ago
increase accel again
6 Months Ago
increased max acceleration
6 Months Ago
removed boat<->boat separation forces because they did more harm than good, especially with more than 2 boats in the mix
6 Months Ago
better control over max acceleration of the playerboats, needs tuning still
6 Months Ago
Match max PlayerBoat velocity with tugboat
6 Months Ago
compile fixes
6 Months Ago
compositing for SlopeData
6 Months Ago
re-baked tropical1 and tropical2 to include slopedata
6 Months Ago
DrawInspectorTextureAttribute folds with the field name
6 Months Ago
initial coarse height baking
6 Months Ago
merge from deep_sea
6 Months Ago
added fuel storage/consumption to boat engine
6 Months Ago
merge from engine_forces - initial implementation only, stub functions instead of EntityFuelSystem at the moment
6 Months Ago
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
6 Months Ago
dummy logic for fuel consumption in force application
6 Months Ago
increased engine thrust, as strong as 2.5 sails
6 Months Ago
handle steering adjustment with COM centerline properly
6 Months Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
6 Months Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
6 Months Ago
initial Terrain_WaterHeight separation and dummy data for both
6 Months Ago
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
6 Months Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data