1,086 Commits over 487 Days - 0.09cph!
better shore distance blending between islands
s2p for tropical1 and tropical2 (3 is pointing at 2's prefab currently, not touching)
post-merge tropical scene 1/2/3 shore data rebake
re-baked Tropical1 and Tropical2 to include waterheight data
WaterHeight support for baked shore data
undid change in file I don't remember touching (harmless)
merge from small_engine_reverse
menu options split between foward/reverse gear toggle
- also fixed on/off options using the same string token by mistake
merge from small_engine_reverse
invert rudder control when reversing so it doesn't cancel out
Gave SmallEngine a reverse option, provides half the force backwards
- TurnOn/TurnOff interactions are instant now and on the radial menu rather than holding
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels
- not needed and not intended to be used for dynamic objects
merge from boat_engine_fuel
merge from boat_physics_pass
- generally made boats much faster but retained control on acceleration so they don't go crazy
buffed boat propulsion
sails 2000 -> 2500
engine 5000 ->
10000 (4x sails)
increased max acceleration
removed boat<->boat separation forces because they did more harm than good, especially with more than 2 boats in the mix
better control over max acceleration of the playerboats, needs tuning still
Match max PlayerBoat velocity with tugboat
compositing for SlopeData
re-baked tropical1 and tropical2 to include slopedata
DrawInspectorTextureAttribute folds with the field name
initial coarse height baking
added fuel storage/consumption to boat engine
merge from engine_forces
- initial implementation only, stub functions instead of EntityFuelSystem at the moment
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
dummy logic for fuel consumption in force application
increased engine thrust, as strong as 2.5 sails
handle steering adjustment with COM centerline properly
initial engine forces
- steering derived force direction
- separate convar for position influence, much weaker than sails
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
initial Terrain_WaterHeight separation and dummy data for both
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
- fixed deep sea default ocean values
- take shortest distance to shore when copying into overlapping data
baked tropical2 shorevectors
handle inactive terrain in bakes
deep sea shorevector map initializes as ocean
re-attached baked shore vectors after accepting source from last merge, reran s2p
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