userandererandrecancel
branchrust_reboot/main/Submarinecancel

79 Commits over 30 Days - 0.11cph!

3 Months Ago
Merge from main
3 Months Ago
Added MonumentInfo to mountain and ice lake prefabs
3 Months Ago
Added "Standard Refraction With Fog" shader that works exactly like "Standard Refraction" but adds additional fog to anything that is visible through the transparent object
3 Months Ago
Removing debug log
3 Months Ago
Added pathfinding for valid boat path to fishing villages when considering spawn positions
3 Months Ago
Moved fishing villages into their own folder to separate their spawning from harbors (helps both harbors and fishing villages at finding spawn positions)
3 Months Ago
Added support to PlaceMonuments to check a valid path to the open ocean when choosing a spawn position (through adding TerrainPathConnect to the relevant monument)
3 Months Ago
Fixed lab door clipping edge case
3 Months Ago
Enforce more distance between the bottom of underwater lab modules and the terrain (foliage clipping)
3 Months Ago
Copied material parameters of Terrain.v3 to Terrain.v3_Margin
3 Months Ago
Forced advanced buoyancy check if more than 10m underwater
3 Months Ago
Added sun and moon underwater god ray color overrides
3 Months Ago
Added SunMeshBrightnessMultiplier, MoonMeshBrightnessMultiplier and AtmosphereBrightnessMultiplier to EnvironmentVolumePropertiesCollection
3 Months Ago
Underwater lab glass is more transparent (missed in 63287)
3 Months Ago
Added OceanOverrides.LightColor and LightColorMultiplier (0 = 100% underwater color, 1 = 100% sunlight color) to EnvironmentVolumePropertiesCollection
3 Months Ago
Reduced maximum floor count of underwater labs by one
3 Months Ago
Underwater lab glass uses "Standard Refraction" shader
3 Months Ago
Toggle underwater lab window material render queue depending on wheter the camera is inside or outside of the underwater labs (hacky solution to get best of both worlds)
3 Months Ago
Comment
3 Months Ago
Fixed underwater labs sometimes spawning partially inside terrain
3 Months Ago
Save memory on DungeonBaseLink by only filling volume and socket lists on the prefabs and the start pieces (replacing previous temp solution with a different temp solution)
3 Months Ago
Fixed NRE spam in edit mode after running the scene
3 Months Ago
Shore wetness is actually only present on shore, not deep underwater
3 Months Ago
EnvironmentVolumePropertiesCollection contains ocean / underwater overrides for directional light intensity, ambient light intensity and reflection probe intensity (can be customized on "Environment Collection" asset)
3 Months Ago
All DungeonBaseLink now have a reference to the DungeonBaseInfo they belong to stored
3 Months Ago
Added admin.underwater_scatter to further customize the underwater fog when underwater_effect is set to 0
3 Months Ago
Fixed that underwater_lab_glass would be drawn on top of the underwater shader, effectively making it glow in the dark (this also seems to resolve barely being able to see out of it)
3 Months Ago
Less fog inside underwater labs
3 Months Ago
Added prevent building volumes to underwater lab prefabs
3 Months Ago
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
3 Months Ago
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
3 Months Ago
Fixed underwater fog no longer disappearing inside underwater labs (introduced by environment volume change in 63133) Made underwater_effect admin convar also disable underwater fog Added UnderwaterLabs environment type to all underwater lab prefabs (to detect when their map has to display)
3 Months Ago
DungeonBaseInfo now contains a list of all DungeonBaseLink that belong to it
3 Months Ago
Slightly better handling of swimming up into the moonpool (this needs more work, but it's a start)
4 Months Ago
Temp fixes for aux branch compile errors
4 Months Ago
Forgotten files
4 Months 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 Months Ago
Cleanup
4 Months Ago
Underwater lab map markers
4 Months Ago
Moonpool water material
4 Months Ago
Prefab updates for moonpool water plane / underwater labs env volumes
4 Months Ago
Different approach to moonpool water body since it was causing underwater fog to disappear when all moonpool water bodies were culled
4 Months Ago
Added colliders to 90 and 45 degree hatch tubes
4 Months Ago
Added S tube hatch environment volumes
4 Months Ago
Added various hatch environment volumes to underwater lab prefabs
4 Months Ago
Prefab updates to support the moonpool water plane
4 Months 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 Months Ago
Prefab and scene updates for transitional pieces (doors)
4 Months Ago
Added transitional pieces (doors)
4 Months Ago
Added 45 and 90 degree corner tubes to underwater labs