Besiege

Besiege

Advanced sea
Viser 1-9 af 9 forekomster
Opdatering: 8. maj 2021 kl. 15:38

- 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)

Opdatering: 10. juni 2020 kl. 12:42

Fix ui

Opdatering: 10. juni 2020 kl. 12:15

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

Opdatering: 16. juli 2019 kl. 12:33

Hotfix due to besiege API change

Opdatering: 29. jan. 2019 kl. 11:16

Small optimizations

Opdatering: 26. jan. 2019 kl. 5:24

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

Opdatering: 24. jan. 2019 kl. 15:41

[+] 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

Opdatering: 20. jan. 2019 kl. 12:48

[+] 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)

Opdatering: 14. jan. 2019 kl. 10:21