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1,211 Commits over 518 Days - 0.10cph!

38 Days Ago
Match max PlayerBoat velocity with tugboat
39 Days Ago
compile fixes
39 Days Ago
compositing for SlopeData
39 Days Ago
re-baked tropical1 and tropical2 to include slopedata
39 Days Ago
DrawInspectorTextureAttribute folds with the field name
39 Days Ago
initial coarse height baking
39 Days Ago
merge from deep_sea
39 Days Ago
added fuel storage/consumption to boat engine
39 Days Ago
merge from engine_forces - initial implementation only, stub functions instead of EntityFuelSystem at the moment
39 Days Ago
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
39 Days Ago
dummy logic for fuel consumption in force application
39 Days Ago
increased engine thrust, as strong as 2.5 sails
39 Days Ago
handle steering adjustment with COM centerline properly
39 Days Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
40 Days Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
40 Days Ago
initial Terrain_WaterHeight separation and dummy data for both
40 Days Ago
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
40 Days Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
40 Days Ago
tropical2 s2p
40 Days Ago
baked tropical2 shorevectors
40 Days Ago
handle inactive terrain in bakes
40 Days Ago
deep sea shorevector map initializes as ocean
40 Days Ago
re-attached baked shore vectors after accepting source from last merge, reran s2p
40 Days Ago
merge from deep_sea
40 Days Ago
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40 Days Ago
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41 Days Ago
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41 Days Ago
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44 Days 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
45 Days Ago
deleted old saved shorevector texture
45 Days Ago
moved shorevector baking to the Tropical1 scene and reran s2p
45 Days Ago
rebaked shorevectors
45 Days Ago
merge from deep_sea
45 Days 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
45 Days Ago
split client/server calls to write baked data
45 Days Ago
fix rotation being inverted
45 Days Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
45 Days Ago
corrected blit so it scales and rotates properly
45 Days Ago
missing file
46 Days Ago
separate sizes, fixed scaling
46 Days Ago
invert assert condition
46 Days Ago
replaced debug line with asserts
46 Days Ago
merge from deep sea
46 Days 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
47 Days 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
47 Days Ago
half-broken application of baked shore vectors
47 Days Ago
moved cooldown flag from storage to the drone entity so it's actually communicated for client feedback
47 Days Ago
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47 Days Ago
renamed to BakedShoreVectors
47 Days Ago