378 Commits over 214 Days - 0.07cph!
Networking fixes. Temp set grid range to 1
Switch to net 2 not subset. Added gmcs.rsp
Server creates a console window when running in batch mode.
Fixed server spawn location for shipyard
Reworked client connect/disconnect server log messages
█ ▇▋▉█ ▌▉▉▅▌▊▉▇
▆▋▇ ▍▍▌▉ ▆▋█▄ ▇▇▍▌ ▉▆▄▄▆▄
Disabled sound on boat splashes. Added ClientSideEnable script
Changed turn acceleration from 0.4 to 0.7
Added bird flocks asset, added birds to skull landmark
Ship->world collision improvement and refactor.
Buoyancy code refactor. Purged a load of warnings everywhere.
Collision layer, changed ship raycast to spherecast, moved non-island collision stuff to collision layer, cast now uses combined layermask check.
Disabled the distortion on water transition effect and made it a callable function for water splash/drop screen effects. Triggers on collisions above speed percent of > 0.4
More pretending I know what I'm doing with shaders
FOR FUCK SAKE particle setup
FOR FUCK SAKE boat wake
Protobuf for ship entities
Server now uses PlayerSpawn class to pick random spawns (no logic yet, just random) for players. Player cam rotation defaults to the direction the player is spawned in.
FOR FUCK SAKE cannon smoke(will need orientation)/cannon trail FX, mat, texture
!A wip cannobn prefab/controller/anim
Spawn logic now find the nearest island with the lowest number of nearby players, so spawns start near the town and work outwards based on player count around islands.
Ocean tick is now synch'd on client connection
█ ▇▄▄▉▊▅▋ ▊▍▍▍█▉ ▌▇ ▄▉▊▋ █▆▍▆▍█
FOR FUCK SAKE ocean foam tweak
FOR FUCK SAKE anim with useless key to remove error
Cannons now play recoil anim
▌ ▅▋▊▄▋▍▊▋█▌ ▋▍▄█▇▋ ▍▊▌▌▉▋/▄▍▅▄▍/▇▌█
▋▅▆ ▊▌▍▌ ▍▇█▄ ▇▄▉▌▅█▊▇▍▉ ▍▌▇▆█▊ ▋▍▊ ▍▇
▅ ▇▋▆▉▉█▉ ▄▇▋▇▆██ ▊▅▇▌▆ ▌▆▊
FOR FUCK SAKE shader/scene
FOR FUCK SAKE shader/material
Suimono disabled by default
FOR FUCK SAKE ocean shader/mat