branchrust_reboot/main/Submarinecancel
258 Commits over 61 Days - 0.18cph!
Mostly just some renaming
Hooked up window water spray
Hooked up window film effect
Adjust water depth params
Now showing the diving bubble FX when the duo sub begins to dive underwater
Added support for the ambient bubble FX, shown when underwater. Refactoring some visuals code.
Duo sub cabin lights now working
Split out all the duo-sub-specific features into a SubmarineDuo subclass of BaseSubmarine
Rename Submarine to BaseSubmarine
Reduce the spotlight's volumetrics if the player is in the sub, to improve their visibility out of the window
Removed the unused effect parameters from WaterOverlay. Not point in having things set in the inspector that don't have any effect.
Added ability for custom WaterOverlay settings to turn chromatic aberration on and off. Turned it off for in the subs - it made it particularly hard to read the dashboard gauges.
Increase submarine headlight range
Clearer headlight flag naming
Hooked up duo sub spotlight
Modified the depth gauge textures to divide the numbers by 10. No-one's diving to 450 metres.
Implemented submarine depth gauge, some refactoring the other gauges
- Submarine fuel gauge works
- Speedometer handles negative velocity
- Made submarine speedometer work.
- Removed the hand for temp to make it look broken.
- Modified numerals on the MPH gauge textures,changed it to be linear.
- Submarine speed increase.
- Renamed VehicleIsActive on BaseModularVehicle to match the new standard name (IsMovingOrOn)
Centre of mass adjustment edit
Adjusted player's hand position on sub steering wheel
Submarine steering wheel moves. Removed GetSteering method from BaseMountable as it wasn't used anywhere.
Trying a fix for null MobileMountable. Slower but more foolproof fix also written here but commented out
Increased push force again. Set fuel tank bool on duo sub.
Comment out the WaterFactor debug print in SubmarineAudio
- Keep submarine level unless there's no-one mounted (allows driver to swap seats without it surfacing)
- Protections on submarine fuel looting
Moon pools for BillBTestMap
Increase submarine view distance (less fog)
Adjust mount positions for the subs to improve visibility as far as possible
Added submarine decay, same as boats but with slightly longer times:
- Indoors: No decay.
- Outdoors: 240 minutes (rowboat = 180).
- Deep water: 180 minutes (rowboat = 120).
Increase submarine throttle/max speed
Allow faster steering adjustments in the submarines
When mounting a sub, always fill the driver's seat first
- Fixed submarine physics behaving incorrectly (jittery, didn't maintain depth) if the submarine was spawned instead of pre-placed in the scene. The trouble was script execution order, specifically the submarine's tick happening after the buoyancy tick.
- In solving this, moved the FixedUpdate tick on all mountables to use a single real FixedUpdate call from ServerMgr. Should improve performance (will test soon).
Added vehicle damage texturing to minicopter
Scrap heli mats get instancing for damage texturing
Fixed scrap heli damage texture, working now
Remove damage texture content from the scrap transport heli, since it was actually unused
Save on materials. Don't use a separate material anymore just to show full damage on gibs. Instead have the gibbable script apply the damage texture itself if it detects that a DamageRenderer is being used, reusing the shared material with instancing.
Fixed HAB not always showing damage texture correctly. Other minor damage tex edits.
Remove the "Cubicles" on Playground as a lot of them are missing prefabs and/or scripts
Fixing/improving some general issues with the vehicle damage texture systems.
Submarine gibs now show full damage on the damage texture