
Implemented buoyancy and surface splashes that follow the object's size, contour and movement.
Shape is calculated by doing a lot of vector projections and approximations. Buoyancy is voxelized and multithreaded, so should be able to handle hundreds of objects. Water system is KWS water, splashes are my own.
I've spent so much time just doing water stuff. It's no wonder a lot of games just skip water altogether (like Cyberpunk on release).
