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1,793 Commits over 822 Days - 0.09cph!

11 Months Ago
merge from floating_city_support
11 Months Ago
applying baked data for floating cities
11 Months Ago
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
11 Months Ago
allow shorevector-only bake, handle in blitting
11 Months Ago
merge from shore_vectors
11 Months Ago
parallel blit
11 Months Ago
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
11 Months Ago
better shore distance blending between islands
11 Months Ago
merge from shore_vectors
11 Months Ago
s2p for tropical1 and tropical2 (3 is pointing at 2's prefab currently, not touching)
11 Months Ago
post-merge tropical scene 1/2/3 shore data rebake
11 Months Ago
merge from deep_sea
11 Months Ago
re-baked Tropical1 and Tropical2 to include waterheight data
11 Months Ago
WaterHeight support for baked shore data
11 Months Ago
merge from deep_sea
11 Months Ago
undid change in file I don't remember touching (harmless)
11 Months Ago
merge from small_engine_reverse
11 Months Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
11 Months Ago
merge from small_engine_reverse
11 Months Ago
invert rudder control when reversing so it doesn't cancel out
11 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
11 Months Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
11 Months Ago
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects
11 Months Ago
merge from boat_engine_fuel
11 Months Ago
fixed merge change
11 Months Ago
merge from boat_building
11 Months Ago
merge from boat_physics_pass - generally made boats much faster but retained control on acceleration so they don't go crazy
11 Months Ago
buffed boat propulsion sails 2000 -> 2500 engine 5000 -> 10000 (4x sails)
11 Months Ago
increase accel again
11 Months Ago
increased max acceleration
11 Months Ago
removed boat<->boat separation forces because they did more harm than good, especially with more than 2 boats in the mix
11 Months Ago
better control over max acceleration of the playerboats, needs tuning still
11 Months Ago
Match max PlayerBoat velocity with tugboat
11 Months Ago
compile fixes
11 Months Ago
compositing for SlopeData
11 Months Ago
re-baked tropical1 and tropical2 to include slopedata
11 Months Ago
DrawInspectorTextureAttribute folds with the field name
11 Months Ago
initial coarse height baking
11 Months Ago
merge from deep_sea
11 Months Ago
added fuel storage/consumption to boat engine
11 Months Ago
merge from engine_forces - initial implementation only, stub functions instead of EntityFuelSystem at the moment
11 Months Ago
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
11 Months Ago
dummy logic for fuel consumption in force application
11 Months Ago
increased engine thrust, as strong as 2.5 sails
11 Months Ago
handle steering adjustment with COM centerline properly
11 Months Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
11 Months Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
11 Months Ago
initial Terrain_WaterHeight separation and dummy data for both
11 Months Ago
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
11 Months Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data