Additions:
Added a Pass Time function to all ships.
This can be accessed from the main bunk in each ship. Consider to be in a trial stage at this point.
For the moment I've held off from having the ship continue travelling during this for a few reasons. Main one being it would render the fast travel system somewhat pointless.
In my mind the main reason to use a function like this is to bypass activity during unwanted times of day, or to skip uncooperative weather.
Currently how this operates is that beginning the 'pass time' function will increase the passage of time by a significant amount, but still allow you to observe the conditions without direct control of your ship. This also means that weather will change rapidly as well, both by very roughly 60x.
Much like fast travel, provision function basically as a currency to facilitate this, though the costs are low.
Feedback welcome.
Changes:
Significantly modified the physics materials and collision calculations for all ships. This should result in less bizarre collision behavior in most cases, though I'd still advise against playing bumper boats.
The tweaks made to ship collider behavior should also result in less sticky traversal for the player, though not completely eliminated.
Made significant changes to world colliders, adding a new class of collision calculation that ignores players, but collides with ships. This allows ship collision with many world objects to be much simplified, and result in much lowered likelihood of the ship getting stuck in complex collision shapes, such as the pilings and planks of dock structures, instead viewing the whole dock assembly as a single object.
Increased the water displacement of the caravel pump(s) to make recovery easier.
Slightly decreased the flooding rate of over-deck flooding on the caravel to reduce likelihood of being swamped. (If your hatches are closed, otherwise it is radically higher)
Added several ladders to the docks at Waypoint for incautious disembarkers.
Temporarily disabled the purchase of bulk goods, and the build option for shipyards. Too many bugs with that system and it's a poor user experience. Will enable once more issues ironed out. Ships can still be purchased as normal.
Started a process to make navigation across the more crowded ship decks smoother. Currently this applies to the starting Caravel, and the Junk. While not complete, you should notice generally improved traversal on these ships, particularly around hatches and other raised deck surfaces upon which the player would frequently get stuck.
Split the reefing prompt into subtypes -- so that only relevant controls are displayed. i.e., battened sails will no longer display that they can be mirrored, as that is not a function relevant to them.
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Fixes:
Given player feedback that my longitude was calculated backwards (Can you tell I've never been to school lol?), I have fixed this so that Longitude should be correctly displayed.
I am still working on numerous other reported issues with the map.
Fixed an issue where if a world recentering event occurred while repositioning the ship via the unstuck mode -- bad things could happen.
If player becomes displaced from their seat on the rowboat -- they should now correctly disengage the rowing controls and return to drowning.
Weather Vanes should now indicate apparent wind vs true wind.
Made several changes to static ship models in the world to reduce the chances of becoming stuck on them when colliding.
Made several changes to improve the stability of cloth particles during load-in.
Simplified calculation and display of money -- also resolving a number of inconsistent displays.
