userandererandrecancel
branchrust_reboot/main/Submarinecancel

78 Commits over 30 Days - 0.11cph!

Today
Added MonumentInfo to mountain and ice lake prefabs
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Yesterday
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
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Yesterday
Removing debug log
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Yesterday
Added pathfinding for valid boat path to fishing villages when considering spawn positions
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Yesterday
Moved fishing villages into their own folder to separate their spawning from harbors (helps both harbors and fishing villages at finding spawn positions)
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Yesterday
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)
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4 Days Ago
Fixed lab door clipping edge case
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4 Days Ago
Enforce more distance between the bottom of underwater lab modules and the terrain (foliage clipping)
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4 Days Ago
Copied material parameters of Terrain.v3 to Terrain.v3_Margin
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4 Days Ago
Forced advanced buoyancy check if more than 10m underwater
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4 Days Ago
Added sun and moon underwater god ray color overrides
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5 Days Ago
Added SunMeshBrightnessMultiplier, MoonMeshBrightnessMultiplier and AtmosphereBrightnessMultiplier to EnvironmentVolumePropertiesCollection
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8 Days Ago
Underwater lab glass is more transparent (missed in 63287)
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8 Days Ago
Added OceanOverrides.LightColor and LightColorMultiplier (0 = 100% underwater color, 1 = 100% sunlight color) to EnvironmentVolumePropertiesCollection
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9 Days Ago
Reduced maximum floor count of underwater labs by one
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9 Days Ago
Underwater lab glass uses "Standard Refraction" shader
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9 Days 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)
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9 Days Ago
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9 Days Ago
Fixed underwater labs sometimes spawning partially inside terrain
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10 Days 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)
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10 Days Ago
Fixed NRE spam in edit mode after running the scene
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10 Days Ago
Shore wetness is actually only present on shore, not deep underwater
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10 Days Ago
EnvironmentVolumePropertiesCollection contains ocean / underwater overrides for directional light intensity, ambient light intensity and reflection probe intensity (can be customized on "Environment Collection" asset)
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11 Days Ago
All DungeonBaseLink now have a reference to the DungeonBaseInfo they belong to stored
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11 Days Ago
Added admin.underwater_scatter to further customize the underwater fog when underwater_effect is set to 0
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11 Days 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)
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11 Days Ago
Less fog inside underwater labs
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12 Days Ago
Added prevent building volumes to underwater lab prefabs
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12 Days Ago
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
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12 Days Ago
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
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12 Days 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)
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16 Days Ago
DungeonBaseInfo now contains a list of all DungeonBaseLink that belong to it
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16 Days Ago
Slightly better handling of swimming up into the moonpool (this needs more work, but it's a start)
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18 Days Ago
Temp fixes for aux branch compile errors
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18 Days Ago
Forgotten files
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18 Days 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)
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18 Days Ago
Cleanup
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18 Days Ago
Underwater lab map markers
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18 Days Ago
Moonpool water material
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18 Days Ago
Prefab updates for moonpool water plane / underwater labs env volumes
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18 Days Ago
Different approach to moonpool water body since it was causing underwater fog to disappear when all moonpool water bodies were culled
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18 Days Ago
Added colliders to 90 and 45 degree hatch tubes
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18 Days Ago
Added S tube hatch environment volumes
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18 Days Ago
Added various hatch environment volumes to underwater lab prefabs
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18 Days Ago
Prefab updates to support the moonpool water plane
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18 Days 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
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19 Days Ago
Prefab and scene updates for transitional pieces (doors)
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19 Days Ago
Added transitional pieces (doors)
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19 Days Ago
Added 45 and 90 degree corner tubes to underwater labs
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19 Days Ago
Fixed dungeon block volumes in 45 degree corner tube prefabs
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