branchrust_reboot/main/Submarinecancel

475 Commits over 122 Days - 0.16cph!

4 Years Ago
Made the windows of the duo sub bigger updated lods accordingly
4 Years Ago
Underwater lab lighting/post working files
4 Years Ago
added bulkhead divided model to submarine greeble, remapped uvs on greeble objects to fit it in, added transparent 3rd material that ill apply to top lods
4 Years Ago
material tweaks
4 Years Ago
Re-organizing folders for clarity Material variants for labs
4 Years Ago
Added vehicle damage texturing to minicopter
4 Years Ago
Scrap heli mats get instancing for damage texturing
4 Years Ago
wip corridor greeble
4 Years Ago
Fixing unwanted collider on 'module_1200x1200_4way_ladder'
4 Years Ago
Underwater labs volumes set to 'Underground' for improved lighting quality
4 Years Ago
Fixed holes in LOD1's
4 Years Ago
merge from submarine ai (nothing spawning, just to get the data prefab updates in)
4 Years Ago
Fixed a few pivot rotation issues Fixed holes in LOD0 of modules
4 Years Ago
Underwater labs - Final modules meshes LODs/colliders/prefabs instances Re-organized ladders to be in a separate prefab instance for more flexibility in design
4 Years Ago
DungeonBaseInfo now contains a list of all DungeonBaseLink that belong to it
4 Years Ago
Slightly better handling of swimming up into the moonpool (this needs more work, but it's a start)
4 Years Ago
Fixed scrap heli damage texture, working now
4 Years Ago
Remove damage texture content from the scrap transport heli, since it was actually unused
4 Years Ago
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.
4 Years Ago
Fixed HAB not always showing damage texture correctly. Other minor damage tex edits.
4 Years Ago
Remove the "Cubicles" on Playground as a lot of them are missing prefabs and/or scripts
4 Years Ago
Fixing/improving some general issues with the vehicle damage texture systems.
4 Years Ago
Submarine gibs now show full damage on the damage texture
4 Years Ago
Changes to texture damage to make it more visible on the submarines
4 Years Ago
Adjusted sub damage protection + material edits
4 Years Ago
Add health-based damage texturing to both subs
4 Years Ago
Merge Main->Submarine
4 Years Ago
Master effects prefab for DuoSub Functional sonar blip effect for angle/distance params
4 Years Ago
Merge back to Submarine
4 Years Ago
Sub fx file organization
4 Years Ago
Temp fixes for aux branch compile errors
4 Years Ago
Forgotten files
4 Years Ago
Renaming a bunch of train tunnel generation scripts with DungeonGrid prefix to reduce confusion with the new DungeonBase scripts (generating a grid style dungeon versus a base / building style dungeon)
4 Years Ago
Cleanup
4 Years Ago
Underwater lab map markers
4 Years Ago
Moonpool water material
4 Years Ago
Prefab updates for moonpool water plane / underwater labs env volumes
4 Years Ago
Different approach to moonpool water body since it was causing underwater fog to disappear when all moonpool water bodies were culled
4 Years Ago
Added colliders to 90 and 45 degree hatch tubes
4 Years Ago
Added S tube hatch environment volumes
4 Years Ago
Added various hatch environment volumes to underwater lab prefabs
4 Years Ago
Adding missing vertical_hatch_tube volume mesh
4 Years Ago
Prefab updates to support the moonpool water plane
4 Years Ago
Adding a less deep 900x900 volume to complete one of the moonpool volumes combo
4 Years Ago
Added Pool and Moonpool water body types Moonpool water bodies are visible even when inside water culling volumes Retired MainCamera.isWaterVisible since things aren't that black and white anymore
4 Years Ago
fx scene sub stuff
4 Years Ago
Prefab and scene updates for transitional pieces (doors)
4 Years Ago
Added transitional pieces (doors)
4 Years Ago
Added 45 and 90 degree corner tubes to underwater labs
4 Years Ago
Fixed dungeon block volumes in 45 degree corner tube prefabs