branchrust_reboot/main/Submarinecancel
                         
                     
             
         
     
    
        
475 Commits over 122 Days - 0.16cph!
    
    
    
        
            
            
            
                
                Made the windows of the duo sub bigger 
updated lods accordingly
                
                
                
                
             
         
        
            
            
            
                
                Underwater lab lighting/post working files
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
        
            
            
            
                
                Re-organizing folders for clarity
Material variants for labs
                
                
                
                
             
         
        
            
            
            
                
                Added vehicle damage texturing to minicopter
                
                
                
                
             
         
        
            
            
            
                
                Scrap heli mats get instancing for damage texturing
                
                
                
                
             
         
        
        
            
            
            
                
                Fixing unwanted collider on 'module_1200x1200_4way_ladder'
                
                
                
                
             
         
        
            
            
            
                
                Underwater labs volumes set to 'Underground' for improved lighting quality
                
                
                
                
             
         
        
        
            
            
            
                
                merge from submarine ai (nothing spawning, just to get the data prefab updates in)
                
                
                
                
             
         
        
            
            
            
                
                Fixed a few pivot rotation issues
Fixed holes in LOD0 of modules
                
                
                
                
             
         
        
            
            
            
                
                Underwater labs - Final modules meshes LODs/colliders/prefabs instances
Re-organized ladders to be in a separate prefab instance for more flexibility in design
                
                
                
                
             
         
        
            
            
            
                
                DungeonBaseInfo now contains a list of all DungeonBaseLink that belong to it
                
                
                
                
             
         
        
            
            
            
                
                Slightly better handling of swimming up into the moonpool (this needs more work, but it's a start)
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Changes to texture damage to make it more visible on the submarines
                
                
                
                
             
         
        
            
            
            
                
                Adjusted sub damage protection + material edits
                
                
                
                
             
         
        
            
            
            
                
                Add health-based damage texturing to both subs
                
                
                
                
             
         
        
        
            
            
            
                
                Master effects prefab for DuoSub
Functional sonar blip effect for angle/distance params
                
                
                
                
             
         
        
        
        
            
            
            
                
                Temp fixes for aux branch compile errors
                
                
                
                
             
         
        
        
            
            
            
                
                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)
                
                
                
                
             
         
        
            
            
            
                
                Underwater lab map markers
                
                
                
                
             
         
        
        
        
            
            
            
                
                Prefab updates for moonpool water plane / underwater labs env volumes
                
                
                
                
             
         
        
            
            
            
                
                Different approach to moonpool water body since it was causing underwater fog to disappear when all moonpool water bodies were culled
                
                
                
                
             
         
        
            
            
            
                
                Added colliders to 90 and 45 degree hatch tubes
                
                
                
                
             
         
        
            
            
            
                
                Added S tube hatch environment volumes
                
                
                
                
             
         
        
            
            
            
                
                Added various hatch environment volumes to underwater lab prefabs
                
                
                
                
             
         
        
            
            
            
                
                Adding missing vertical_hatch_tube volume mesh
                
                
                
                
             
         
        
            
            
            
                
                Prefab updates to support the moonpool water plane
                
                
                
                
             
         
        
            
            
            
                
                Adding a less deep 900x900 volume to complete one of the moonpool volumes combo
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
        
            
            
            
                
                Prefab and scene updates for transitional pieces (doors)
                
                
                
                
             
         
        
            
            
            
                
                Added transitional pieces (doors)
                
                
                
                
             
         
        
            
            
            
                
                Added 45 and 90 degree corner tubes to underwater labs
                
                
                
                
             
         
        
            
            
            
                
                Fixed dungeon block volumes in 45 degree corner tube prefabs