Besiege
Advanced sea
กำลังแสดง 1-9 จาก 9 รายการ
อัปเดต: 8 พ.ค. 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)

อัปเดต: 10 มิ.ย. 2020 @ 12: 42pm

Fix ui

อัปเดต: 10 มิ.ย. 2020 @ 12: 15pm

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

อัปเดต: 16 ก.ค. 2019 @ 12: 33pm

Hotfix due to besiege API change

อัปเดต: 29 ม.ค. 2019 @ 11: 16am

Small optimizations

อัปเดต: 26 ม.ค. 2019 @ 5: 24am

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

อัปเดต: 24 ม.ค. 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

อัปเดต: 20 ม.ค. 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)

อัปเดต: 14 ม.ค. 2019 @ 10: 21am