Tatjam
                                            Tatjam
                                        
                                    Oceans are mostly spherical (or ellipsoidal) so we could just draw a single quad and generate the sphere directly on the GPU. Other water bodies would use the old system
We should simulate the fluids inside of the tanks and its motions through the vehicle on a more or less accurate way. The system should avoid being "rocket-centric" as airplanes...
If specular and irradiance map resolutions are different PBR breaks, this should be easy to fix. The error must be in Cubemap.cpp
For some reason tangent mapping leads to ugly gaps in the normal map of the mesh. This may be an issue with Blender exporting the tangents, or maybe an issue...
This is the technique used by Principia, it gives more accurate solar system evolution and should be faster
This will improve editor usability as machines will have a logical position within the piece. We may leave the standard centered "polygon" mode for machines which have no position. Implementation:...
This feature should be implemented using an extra entry on the game config which allows toggling on or off OpenGL 3.3 compatibility mode. As of now the only code using...
For example, junctions could have a checkbox to be 3-port or 4-port, instead of having two separate machines for each type. This is more ergonomic for the user
# Logical Connections (_Formerly Wiring_) - Wiring is done in the wiring interface of the editor, where you can see in 3D the machines in the vehicle. - Wiring allows...
This doesn't include terminal debug messages, only strings shown to the user via GUI. The process is simple: - Find a bare string in the source code that is used...