1,153 Commits over 518 Days - 0.09cph!
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
steeringwheel controls HasDriver flag of parent boat
enabling PlayerBoat correction forces with some initial balance
added acceleration mode for boat wave correction forces, default is force (old behaviour)
- lets us have consistent control forces on playerboats without worrying about mass differences
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
removed unused field from shore vector override mod
merge from floating_city_support
applying baked data for floating cities
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
allow shorevector-only bake, handle in blitting
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
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