branchrust_reboot/main/water5_finalcancel
22 Commits over 0 Days - ∞cph!
Fixed FoliageGridBatch bounds calculation being incorrect (causing large foliage to pop in and out of view)
Fixed SocketMod_InWater (was broken inside pools)
Fixed fishing rod (was broken almost everywhere)
Subtracting
83705 (merge conflict, will have to reapply once we're on main with everything)
Added WaterVisibilityTrigger to sewer branch (only had WaterCullingVolume which is purely visual)
Fixed normals missing entirely from rivers (and I think lakes)
Fixed GetGroundInfo missing ocean hits
Fixed GetMaterialAt not supporting ocean hits
Fixed water footsteos spawning at terrain level instead of ocean level
Added NotEqual option to VertexLit Blended Custom and WaterDrop shaders
Fixed being unable to deploy boogie boards or inner tubes in the ocean (SocketMod_InWater fix)
Fixed WaterOverlay.Update doing its underwater test 1 unit below the actual camera position, breaking the moonpool water transition
Fixed water visibility mask not masking out ocean
Fixed moonpool water body type & water visibility mask
NRE fix when no terrain exists
Fixed river water level being ignored by almost everything
Fixed water mesh not culling inside caves
Water hits are now handled right in GamePhysics.Trace / TraceAll since the previous way of doing it did not correctly sort water hits and physics hits (could return water hit even though physics hit was in front of it)
Fixed drinking dialog weirdness
Fixed AddToWater only adding 1/4 of the ocean to the water map
Added normal to WaterSystem.Trace (currently always returns Vector3.up)
Unfucking ifdef mess (by making it even messier)
Compile fixes when neither CLIENT nor SERVER is set
Adding fallback shader when no tessellation is supported
Reverting Kayak, RHIB, Rowboat and SubmarineDuo prefabs to pre-merge versions from this branch