userPeturcancel
branchrust_reboot/main/water5_finalcancel

36 Commits over 151 Days - 0.01cph!

1 Year Ago
Underwater fog slightly darker.
1 Year Ago
Nudged water SSS down a little. Fixed beaufort level 5 water accidentally being brighter than the others.
1 Year Ago
Fixed rain rendering underwater.
1 Year Ago
Fixed subsurface falloff gradiation between beaufort states
1 Year Ago
Water & beaufort parameters. (Waves unchanged)
1 Year Ago
Ocean refraction tweaks +caustics adjustments to match.
1 Year Ago
Slight caustics speed/depth/scale/brightness tweaks, because they were barely noticable.
1 Year Ago
underwater.prefab iteration & fixed time scaling issue
1 Year Ago
Iterated on underwater.prefab. (Bubbles & plankton still using bugged shader mask test)
1 Year Ago
Optimizing overly expensive underwater bubbles & plankton WIP
1 Year Ago
Nixed late blue cast on water splashes, looks odd in certain weather conditions. Fixed issue with throttle splash on rhib.
1 Year Ago
PFX scene
1 Year Ago
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1 Year Ago
PFX scene backup (River source FX)
1 Year Ago
River FX rework WIP
1 Year Ago
water fx atlases
1 Year Ago
WakeDisturbance iteration
1 Year Ago
Rhib polish pass. Fixed water disturbance mask being all whack and massive.
1 Year Ago
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1 Year Ago
More boat conversions & FX simplifications.
1 Year Ago
Simplified small boat fx down to 2 emitters, from 17(!).
1 Year Ago
Boat FX / scene backup
1 Year Ago
Updated explosion_underwater_surface for the new water
1 Year Ago
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1 Year Ago
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1 Year Ago
Bullet/blunt/slash/stab water impacts no longer fill rate performance hogs, and look nicer.
1 Year Ago
Water splash material vertex lit instead of emissive, uses a healthier texture atlas.
1 Year Ago
Bespoke tuning for Procmap's shore gradient.
1 Year Ago
Deep ocean tweaks.
1 Year Ago
Texture levels & mat tweaks.
1 Year Ago
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1 Year Ago
Testlevel properly coast splatted Foam composite
1 Year Ago
Pre-levels checkpoint for foam
1 Year Ago
Foam composite03
1 Year Ago
Foam composite backup.
1 Year Ago
Scene setup for water FX.