Space Engineers

Space Engineers

Water Mod Dev
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Update: 5 Mar, 2022 @ 7:34am

Update: 27 Feb, 2022 @ 6:48am

Update: 26 Feb, 2022 @ 5:40pm

Update: 26 Feb, 2022 @ 5:19pm

Update: 26 Feb, 2022 @ 4:43pm

Update: 26 Feb, 2022 @ 8:21am

Version 3.0
* Water physics is now based off of volume of water displaced (Archimedes Principle)
* Airtight rooms now affect buoyancy
* Added underwater explosion effects
* Added surface explosion effects
* Fixed small grid physics bug
* Fixed implicit Vector3 conversions
* Default water quality setting is `1.5`
* Bubbles are created a little above the player's head in first person
* Fog color is now affected by time of day
* Inverted gas tank efficiency (Empty tanks displace the most water and are therefore more buoyant)
* Oxygen and Hydrogen tanks do not have any buoyancy difference as it's based on displacement now
* A full gas tank is considered full of water
* Released video guide on how to build boats
* Fixed floating objects being slowed even if they're not underwater
* Increased visibility of water surface viewed from underwater
* Linear drag is more accurate
* Improved how drag is calculated
* Wolves and Spiders can no longer spawn underwater
* Increase angular drag
* Performance optimizations
* Fixed water surface appearing transparent from underwater when the setting was disabled
* Fog doesn't decrease indoors anymore
* Rebalanced water impact damage
* Block damage is only calculated if the grid itself is traveling more than 15m/s regardless of rotation speed (Optimization)
* Improved vertical velocity damper
* Dropped items are affected by buoyancy now
* Increased amount of ambient bubbles so you can tell where water is better
* `/wcob` also shows the amount of displacement a grid has
* Removed water wheels behavior
* Decreased default tide speed
* Dropped items no longer create bubbles
* Dropped items create splashes when they impact with water now
* Unknown signals now float because of the new physics
* Parachute autodeploy now works for detecting water surface
* Water darkness scales according to the aphotic, euphotic, and dysphotic zones
* Added specular reflections to surface
* Enabled shadows on surface
* Buoyancy no longer increases with depth (Density is independent from pressure and liquids are practically incompressable!)
* Default water density is now 1024/m^3 (Salt Water)
* Solar Panels & Oxygen Farms are turned off when underwater (API Usage Example)
* Buoyancy forces are calculated at the actual center of the block, instead of the main mount point
* Added swimming
* Added new underwater splash sounds for when the camera is underwater
* Seagulls do not caw if the camera is underwater
* Cleaned up unused files
* Minimum density is 1kg/m^3
* Optimized depth TSS script
* Added pressure TSS script
* Fixed seagulls existing on planets without water
* Created guide for how to build boats (<https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2654168726>)
* Reimplemented character drag
* Reimplemented character buoyancy
* Reimplemented respawn pod spawning functionality
* Improved culling a lot
* Render optimizations
* Reduced amount of transparent materials
* Added command `/wtextures` that lists all the available water textures
* Fixed `/wtexture` allowing to input any thing
* Added texture `JWaterFullLight`
* Improved surface rendering
* Improved horizon culling & rendering
* Reimplemented Coastal rendering
* Floating objects no longer create bubbles
* Removed seed
* Improved visuals from space
* Increased amount of fog to water distance according to world-record secchi disk observation distance (80m)
* Fixed COB Indicator being hard to see
* New COB Indicator rendering
* Added maximum functional pressure for blocks
* Fixed grids that are only one block not having drag
* Reimplemented fish
* Fixed fish generating above water
* Reimplemented seagulls
* Decreased frequency of seagulls cawing
* Decreased amount of seagulls
* Impact damage now depends on fluid density as well
* Retired command `/wdensity`
* Added command `/wmaterial` to set the physical material of the fluid (Water, Lava, etc...)
* Added command `/wmaterials` to list all the available physical materials
* Fixed splash effect playing when you enter water inside an airtight room
* Reduced visibility of water surface inside airtight rooms
* Decreased size of the water bubbles
* Code cleanup
* Added buoyancy TSS script
* Added buoyancy ratio TSS script (100% means neutrally buoyant, less than 100% means sinking)
* Rebalanced ice collection in collectors
* Improved tiling of water surface texture when very close
* Ocean sounds last higher up
* Changing water quality settings no longer removes fish, bubbles
* New bubble rendering
* Optimized simulated splashes
* New ambient bubbles texture
* Increased minimum LOD detail level
* Optimized surface splash draw
* Added command `/wrradius` to get the radius relative to the camera
* Increased maximum water quality to `4`
* Decreased minimum water LOD radius
* Change permissions check for `/wfog` to be space master or higher
* Added command `/wdiscord`

Version 17 (Minimum 14)
* Added method `GetBlockVolume` to get how much water a block displaces
* Added method `GetBlockVolumes` to get the volume of every block
* Created `WaterConfig.xml` (Block/Planet Modders, use this!)
* Created guide for how to use the Water Mod API (<https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2639207010>)
* Added ability for surface only and water only blocks (Read the guide!)
* Added option to keep damage particles for blocks underwater (Read the guide!)
* Added new method for setting up planets for water
* Made old method of setting up planets for water obsolete
* Added character API so you can make characters breath underwater
* Added respawn API so you can make certain respawn pods spawn only on water, in water, or surface
* Fixed NRE crash when registering API
* Fixed NRE when no waters exist
* Added water texture api to show in `/wtextures` (Read the guide!)

Update: 25 Oct, 2021 @ 1:59pm

Update: 24 Oct, 2021 @ 7:56am

Update: 21 Oct, 2021 @ 5:25pm

Update: 21 Oct, 2021 @ 1:42pm