5,839 Commits over 3,837 Days - 0.06cph!
Toned down the overwhelming barrage of water droplets hitting the submarine windshields
Fixed surface explosion pinkishness from material not being assigned.
Fixed pink surface splash
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Blood water fx tweaks.
Only renders underwater.
Submarine headlight flare & volumetric improvements
Submarine headlight parameter tweaks
Nixed some unused params from profile
Post profile to use within submarines
Temporarily disabled window film effect because submarine rotation breaks the subemitter chain for some unknown reason
That one laptop monitor no longer 9999 NITS HDR
More surface splash & related files
Water surface effect for underwater explosions WIP
Fixed mask test on bubbles so they get properly hidden above water
Very slightly increased water surface transparency
Fixed ocean surface being so awfully transparent
Depth curve adjustment to darken shallows a bit.
Greenscreen fishy fish setup for Lewis
Torpedo texturte/mat optimization
Nixed particle plane collision not needed with the underwater masking.
Forgot to add the headlight to SoloSub
Fixed window drop spray on the Duo sub
Solosub fx conversion
Bubbles2 don't render above water
Final underwater explosion & related
Torpedo FX & related files.
Added some more primitive meshes for general FX purposes.
Ambient underwater herring (needs underwater masking in the shader)
Fixed light offset fuckery in 2 and 3-way moonpools
Cleaned out the old fog fakery
Fixed unwanted haze inside underwater bases
Underwater lab glass with fake fog parameters.
Slightly less base water wobble again.
Toned down base water wiggle a bit.
Disabled projectors on the moonpools for testing.
Underwater ambiance FX improvements.
Diving googles use the TOD lit shader.
Brighter, slightly more turqoise underwater.
Greater viewing distance underwater.
Layer shuffling to stop caustics leaking everywhere
The underwater surface plane responds to depth. The sky is no longer crystal clear at extreme depth.
Applied some WIP things to the moonpools.
Window test 1 (sucks atm)
Various mat changes
Buncha changes to facilitate the new underwater lighting plan (light extinction agnostic)
Temp working prefabs & ocean tweaks
Underwater plant texture spec changes for a more underwatery look
Preliminary ocean depth darkening parameters & related materials
Water goggles post fx (not implemented yet)
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