433 Commits over 214 Days - 0.08cph!
FOR FUCK SAKE anim with useless key to remove error
FOR FUCK SAKE ocean foam tweak
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Ocean tick is now synch'd on client connection
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.
FOR FUCK SAKE cannon smoke(will need orientation)/cannon trail FX, mat, texture
!A wip cannobn prefab/controller/anim
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.
Protobuf for ship entities
FOR FUCK SAKE particle setup
FOR FUCK SAKE boat wake
More pretending I know what I'm doing with shaders
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
Collision layer, changed ship raycast to spherecast, moved non-island collision stuff to collision layer, cast now uses combined layermask check.
Buoyancy code refactor. Purged a load of warnings everywhere.
Ship->world collision improvement and refactor.
Added bird flocks asset, added birds to skull landmark
Changed turn acceleration from 0.4 to 0.7
Disabled sound on boat splashes. Added ClientSideEnable script
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Reworked client connect/disconnect server log messages
Fixed server spawn location for shipyard
Server creates a console window when running in batch mode.
Switch to net 2 not subset. Added gmcs.rsp
Networking fixes. Temp set grid range to 1
FOR FUCK SAKE island border
FOR FUCK SAKE raised world by 5 unit
FOR FUCK SAKE disabled shgore ovjecte cuz it look weird with big wave
!A wip ocean surface shader
Water force to 12, cannon ball bit bigger, cannons fire faster, longer and less height
FOR FUCK SAKE tweak ship model/prefab
Cannon aiming resets when leaving aiming mode
Cannon ball speed increased, can now aim cannons left/right