10,831 Commits over 3,867 Days - 0.12cph!
Fixed "look rotation viewing vector zero" during underwater labs generation (caused by yesterday's changes)
Added monument topology around the long underwater lab tubes (since there can be no legs nearby, which would usually add the topology)
Added additional TerrainFilter checks to icebergs
If underwater lab ends up extremely small (less than 25 segments), retry a couple of different configurations
Underwater lab seeds no longer cross contaminate other underwater lab seeds (more consistent results when things are tweaked)
Prefab updates to enable the small secondary moonpools
Fixed incorrect GenerateDungeonBase socket alignment calculation which prevented certain sockets from correctly acting as male sockets (didn't affect them as female sockets)
Better secondary moonpool code
Merge from main/Underwater_labs_September
Merge from main/underwater_lab_45_degree_corner_fix
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Merge from main/underwater_lab_45_degree_corner_fix
Fixed 45 degree corner underwater lab modules sometimes overlapping each other
Added "Submarine" to EnvironmentType (this does not do anything until added to the environment quality assets
Fixed two lab module edge cases:
- labs modules spawning inside eachother
- moonpool obstructed by modules spawning underneath
Fixed fishing villages sometimes spawning inside harbors
Fixed fishing villages still sometimes spawning in the arctic biome
Added DungeonBaseLink.MaxCountIdentifier (modules with the same MaxCountIdentifier will share MaxCountLocal and MaxCountGlobal)
Buoyancy returns correct water depth underneath water carving volumes
Ocean ambience blending uses curve instead of simple blend distance
Fixed duplicate DungeonBaseInfo on secondary moonpools
Added secondary moonpool entrance / exit to underwater labs
Added MaxCountLocal and MaxCountGlobal to DungeonBaseLink (can specify per-lab and per-map limit for certain underwater lab modules)
Merge from main/train_tunnels_new_content/bypass_tunnels/new_content/train_tunnels_bypass/making_this_up_as_i_go/console_version
Merge from main/Submarine aka main/Underwater_Update
Added MonumentInfo to mountain and ice lake prefabs
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
Added pathfinding for valid boat path to fishing villages when considering spawn positions
Moved fishing villages into their own folder to separate their spawning from harbors (helps both harbors and fishing villages at finding spawn positions)
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)
Fixed lab door clipping edge case
Enforce more distance between the bottom of underwater lab modules and the terrain (foliage clipping)
Copied material parameters of Terrain.v3 to Terrain.v3_Margin
Forced advanced buoyancy check if more than 10m underwater
Added sun and moon underwater god ray color overrides
Added SunMeshBrightnessMultiplier, MoonMeshBrightnessMultiplier and AtmosphereBrightnessMultiplier to EnvironmentVolumePropertiesCollection
Underwater lab glass is more transparent (missed in 63287)
Added OceanOverrides.LightColor and LightColorMultiplier (0 = 100% underwater color, 1 = 100% sunlight color) to EnvironmentVolumePropertiesCollection
Reduced maximum floor count of underwater labs by one
Underwater lab glass uses "Standard Refraction" shader
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)
Fixed underwater labs sometimes spawning partially inside terrain