Besiege

Besiege

Advanced sea
Showing 1-9 of 9 entries
Update: May 8, 2021 @ 3:38pm

- Water now douses fire if more than half of block is under water
- Added Lava mode (called "Flaming Fanta" in settings, because I'm not good at visual stuff and it does look like orange water, not lava)

Update: Jun 10, 2020 @ 12:42pm

Fix ui

Update: Jun 10, 2020 @ 12:15pm

- Optimize BuildSurface approximations
- Add waterdbg console command
- Mark compensation force obsolete
- Fix GUI flickering

Update: Jul 16, 2019 @ 12:33pm

Hotfix due to besiege API change

Update: Jan 29, 2019 @ 11:16am

Small optimizations

Update: Jan 26, 2019 @ 5:24am

  • Updated volume calculation for some more metal blocks (some of them were still floating)

Update: Jan 24, 2019 @ 3:41pm

[+] Underwater noise and fog (thanks PeerPlay: https://forum.unity.com/threads/underwater-world-shaders-cg-c-video-tutorial-q-a.537984/), also visible in edit mode
[+] Adjust calculated volume for metal objects so they will sink. For compability with old machines you can use a button in GUI that disables this adjistment

Update: Jan 20, 2019 @ 12:48pm

[+] Added sea waves calculation shader
[+] Changed "wave aspect" - now it is direction of waves in 0..360 degrees
[+] Sea mesh is more precise
[+] Sea mesh smoothly follows camera (the point on the ground you are looking at)
[+] Static sea mesh now can be displayed in build mode with applied wave settings
[+] Sea drawing is synchronized between multiverse clients (host-controlled)
[+] Fixed bug in resistance compensation for blocks that are behind other in the direction of speed (now machines can go a bit faster)
[+] Speed-up simulation start
[+] Added a block with adjustable water resistance multiplier (looks like default wooden panel).
(You can place it in front of some blocks to reduce resistance or to make it higher).

[-] Disabled water refraction (it worked awful with waves, and also conflicts with wave shader)

Update: Jan 14, 2019 @ 10:21am