6,315 Commits over 4,049 Days - 0.06cph!
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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Procedural Map Underwater scene
Reworked lighting in all train tunnel entrance bunker modules to fix wall bleed and other issues
Underwater lab lighting/post working files
Master effects prefab for DuoSub
Functional sonar blip effect for angle/distance params
Further improvements for the hurt filter
Larger, milder noise for the radiation effect until we get the proper noise effect in.
Various tweaks to arid & temp biome grading for blue cast mitigation in the shade.
Small sky dome tweaks for the above.
Hurt overlay vignette fix
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Possible fix for the hurt overlay being excessively blinding at certain facing and lighting conditions
Fixed crazy massive bug with the wire tool texture
Basic neutral post profile for use in underground areas with the new stack
Slightly milder color temp gradiation across biomes
Unique flare mat for the lasers too.
Wall laser uses its own mats exclusively, instead of sharing some with the weapon addons.
Various texture optimizations.
Laser destination point lights hover slightly above the surface for better shading.
Tweaked laser colors for better consistency with other props.
Less hazyness in clear weather.
8 different gradient patterns for discofloor
Texture optimizations
Bunch of tiny tweaks on floor, ball and laser
Ball tweaks.
Floor lighting setup remade. Cheaper, less leaky.
Parameters for refactored soundlight