Besiege
Advanced sea
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更新: 2021年5月8日 @ 15時38分

- 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)

更新: 2020年6月10日 @ 12時42分

Fix ui

更新: 2020年6月10日 @ 12時15分

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

更新: 2019年7月16日 @ 12時33分

Hotfix due to besiege API change

更新: 2019年1月29日 @ 11時16分

Small optimizations

更新: 2019年1月26日 @ 5時24分

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

更新: 2019年1月24日 @ 15時41分

[+] 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

更新: 2019年1月20日 @ 12時48分

[+] 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)

更新: 2019年1月14日 @ 10時21分