Apologies for the long silence.
Smaller update today, but includes some larger features.
First off is some tuning to the sail reefing mechanic, that allows sailcloth to compress much more than previous, which should allow for a cleaner look when reefed.
Fixed some issues regarding reef calculations that would result in 0 thrust at partial reef.
Added an additional rope to the forward corner of the mainsail to allow for finer control. (In testing so not added to the rear.)
Speculative fix for some remaining cases of physics explosions when moving ropes to distant cleats.
Added a first iteration of a yard switching mechanic. Currently this can be done from the reefing winch. Simply pressing 'r' will perform the switch. Can be done with the sail in any position, but when done reefed you may encounter more clipping and depenetration jitter. Note that this is primarily to test the effectiveness of switching -- the presumed future solution will be more involved than a simple key press.
Performed a significant dejankification pass on the rowboat, though a fair bit remains. You should find more control, particularly in turns. Holding lshift, or whatever sprint is bound to will allow for reverse turning and travel. Known issues are poor performance in rough seas, and frequent bow dives that can cause water clipping and loss of speed.
You can now hold up to 6 provision/loot barrels on the rowboat, where they will snap into position, preventing most physics problems.
Have yet to determine the odd hull movements some users experience when using the map -- working on it.
