Breakwaters cover
Breakwaters screenshot
Genre: Simulator, Adventure, Indie

Breakwaters

Minimap improvements and ocean rendering improvements

v0.5.62
-Improved Minimap logic to update visuals with less delay while switching world zones.
-Optimized map icon rendering logic to improve zone transition performance
-Update to various minimap textures
-Improved boat foam trail logic to render more consistently
-Removed overlapping icons for some NPC built contraption structures
-Fixed visual glitch where the boat water trail would pop away from the boat for a few frames when a new island loads in
-Fixed visual pop in the ocean when it transition to a new island location

New SFX, various polish, and bug fixes

v0.5.61
-Setup Grabber arm claw to play Thud sounds when it hits a boat.
-Setup SFX for when boats run into things at higher speeds
-Setup boat sail to show additional feedback while its in "rotate" mode
-Made the water pipe port on work benches to all be the same height on the bench
-Adjusted Hermit spawn location on the second island to not have overlap logic with the MegaGolem spawn logic
-Fixed water pipe ports on work benches so they save at the correct height when the bench is placed on a Floating Dock
-Fixed Crate lid not rendering in the correct place when put on a floating dock
-Fixed pause menu logic where gamepads would not reselect the save button after pressing save.
-Fixed NPC boats dropping their anchor when they dont need to
-Fixed objects not always rendering correctly on top of Docks
-Fixed building contraptions with a gamepad accidentally switching contraption variants on start instead of showing the first contraption option

Improvements and bug fixes to NPC boats and Towing boats

v0.5.60
-Improved Grabber Arm detection for ignoring false positive targets.
-Improved logic for NPC boats switching how they save when their boat has been "grabbed" so that they will transition across zones correctly
-Improved boat rotation logic while towing a boat
-Improved NPC logic for driving away from the player when their boat has been grappled.
-Changed Grapple chain to have a minimum distance of 10 meters when it grabs onto another boat
-Removed Boat Overweight speed penalty
-Improved Grabber Arm targeting accuracy

Quick fix for a specific boat variant rotation speed

v0.5.59
-Fixed rotation speed on a specific boat variant that didn't get the update when the logic for boat rotation was improved

Grapple NPC boats, steal them from pirates, then dismantle them for parts!

v0.5.58
-Setup NPC on NPC boats. If the NPC is removed from the boat or dies, the player can hijack the boat to make it their own, but it can't be customized like a player built boat. It can be Dismantled at a boat dock.
-Player built and NPC built boats can now be salvaged for resources at a dock.
-Setup Grabber Arms to be able to hook onto boats and tow them
-Moved Cannon and Ballista camera up a little
-Updated Sail shader
-Increased Grabber arm return speed
-Setup Grabber Arm "quick return" where if you press the button again it will come back right away
-Increased move speed while walking on boats
-Increased sail turn speed
-Increased Grabber Arm distance
-Increased wood wall rendering distance
-Increased object init perf budget to reduce how long it takes to init all objects
-Additional explosion audio variants for on land and in water
-Reduced Bow draw time to maximum accuracy
-Updated Bow to have the accuracy decline while looking around quickly
-Updated Bow camera logic to use the same look speed as the regular camera mode
-Changed Demolition hammer to not damage player contraptions but to still allow them to destroy it
-Increased Demolition hammer and Repair hammer detection radius to better hit thin objects like pipes.
-Improved camera movement along roofs in tight spaces
-Improved animal swimming logic
-Adjusted cloud height in the distance
-Fixed glass bottles trying to move with the tide in water that is too shallow
-Improved ruins mesh visuals
-Improved button icon rendering at low texture memory settings values
-Improved Quit to main menu logic to better cleanup if quit happens while a part of the world is loading
-Fixed mouse scroll and auto scroll in merchant buy menu
-Updated Kelp shader to account for the kelps visual scale so that it always floats on the water
-Improved boat turn logic to provide more consistent rotation speed across low and high performance machines
-Shovel will now dig up unique items in sand vs grass areas. Clump of Dirt will only dig up in Grass areas and Fine Sand will only dig up in sand areas too.

Updated boat logic, NPC swimming, Titan pillars, and new optimizations

v0.5.57
-Setup boats to roll over onto their side if they become beached without a player on them
-Made pushing boats while they are on land much easier
-Increased Grabber Arm vertical look range
-Increased the distance NPC boats need to stay away from shore so their boats don't get beached as easily.
-Setup no-sail zones for NPC to help keep them out of areas they struggle to navigate in like docks
-Setup mesh LOD for NPC
-Adjusted Dock recipe from 25 nails to 24 nails
-changed Repair and Destruction hammers so they don't work on Crops.
-Update to Titan Pillars visuals and logic
-Improved camera zoom logic and how fast it animates in different situations
-Optimized new world load screen logic
-Optimized world cleanup logic when exiting a world to the main menu so it runs faster
-Updated camera curves to let it look farther up and down
-Cleaned up thatch roof rendering
-Increased regen benefits of Updrafts for Gliders and added a temporary speed boost
-Setup gamepad "Move" stick input to cycle the quick bar like the d-pad does
-Fixed distant ocean flickering visuals issue
-Improved boat WindLean logic
-Fixed dropped item logic so it doesn't print into the player log in some situations
-Fixed NPC swim logic so they can better chase the player in water
-Update to the Ballista camera settings to be similar to the Cannon settings

Indoor camera update, updated render logic for better perf, various bug fixes

v0.5.56
-A bunch of camera logic tuning to make the player move through doors better and through indoor spaces better
-Setup a delay before the camera moves all the way back out when it hits a collision close to the player. This helps in indoor areas navigation
-Updated rendering system to have improved perf and produce smoother rendering when interacting with objects
-Updated pirate spawn to use more deterministic, based on world seed and other variables unique to the world, for choosing which random pirate to spawn in pirate towers
-Changed grass over to using the faster rendering system to improve performance and allow people to render more grass in their world
-Smoothed out mouse scroll logic so it doesnt "pop" to the next value
-Fixed flag placement and rock base placement of towers at Black Rock Tower
-Improved sprint fov transition to be less noticable on the exit transition
-Adjusted weapon damage values
-Improved build logic for wood walls so that they will ignore obstruction from wood floors and stairs
-Setup camera collision on wood windows to keep the camera from moving in and out of them as much
-Improved cannon aim logic to better show when a nearby object is in the way of the cannon ball trajectory
-Changed tide min/max range
-Setup torches at Black Rock Tower to auto relight after a while if they are put out with water
-Improved melee weapon damage logic
-Update to the cannon camera position while mounted on it
-Improved automatic on-ground visuals for wood doors as it could sometimes block easy movement in and out of the door if it was placed on dirt or sand
-Adjusted save/load/spawning perf allocation to increase spawning speed and maintain a better min impact

New Pirate Towers! Improved perf and camera movement smoothness

v0.5.55
-Updated Pirate Towers with a new layout, Random Pirate NPC, explorable space, Player usable cannons
-Partial fix for boats rotating while in boat docks
-Improved camera movement logic to produce better visuals when perf is between 30 and 60 fps
-Changed Repair Hammer and Destruction Hammer to check in your are in a mounted contraption or not
-Setup door death logic
-Improved Dirt Field to build more easily on varied surfaces
-Updated repair hammer to not damage player contraptions, but to still damage NPC, animals, and plants if used as a weapon
-Updated Dirt Field, Dirt Pile, and Flower pot to not take damage from Blue Crystal Item damage from items like the Blue Crystal Sickle
-Setup Cannon visual lod mesh
-Setup additional deep ocean rock mesh lods
-Fixed "rubber banding" issue in boat inventory when using click drag with the mouse.
-Reduced Fire Flower Seed drop rate since there are now more Fire Flowers on Tropical Islands

New quickbar features, lots of polish, and improved visuals

v0.5.54
-Setup the quickbar to let the user switch which row it looks at in the inventory. While the Quickbar is active, rows can be changed with scroll wheel on the mouse or dpad on the gamepad.
-Changed water plant seed to not be an edible item so it can be planted correctly.
-Changed terrain to use the cheaper rendering pipeline to provide better performance
-Fixed terrain mesh seams rendering issue on very low graphics qualities
-Changed IsSwimming logic check to have a little buffer so it cant flip flop quickly in the water while walking in/out
-Setup character movement so that is slows down some while running in deeper water
-Setup a UI warning light for when your crystal supply is low in a boat motor
-Put a light on the Boat Dock bench similar to other benches
-Setup unique icons for blue crystal boat motors and yellow crystal boat motors
-Fixed small terrain displacements not always rendering in some zones of the world
-Improved vertical look camera logic to reduce some stuttering
-Increased Fire Flower plant spawn rate on Tropical Islands in the world (excluding the starting island)
-Setup Blue Crystal Boars and Green Golems to spawn on Tropical Islands
-Spawned additional pirates on Tropical Islands
-Updated Kelp rendering so it wont clip out when looking at it from unusual angles
-Setup Kelp to spawn in small numbers around distant Tropical Biome Islands
-Improved grass rendering
-Setup underwater grass rendering
-Optimized walking trees logic
-Optimized Stick Weapon Trail setup
-Removed on screen warning from main menu about high res screen settings and perf

Improved fall camera, improved boat collision, polish and bug fixes

v0.5.53
-Updated camera movement logic to make a few movements smoother
-Improved Player animation transition from falling to grounded to reduce visible transition stutter
-Improved medium boat deck collision so the player looks like their feet are correctly touching the deck
-Added MeatNFish recipe to the cooking table list as it was previously missing from the learnable list.
-Reduced dehydration rate by 11% (dehydration happens slower now)
-Prevented block while not on the ground
-Update to NPC look-at settings and logic while in conversations with them
-Setup a Reset All button in the settings menu which deletes all Saved preferences values from the computer and enters new default values
-Increased transition speed of the camera FOV when entering and leaving sprint
-Setup Settings screen variable to toggle Sprint FOV on/off
-Additional UI updates in the settings menu