10,831 Commits over 3,867 Days - 0.12cph!
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)
Fixed NRE spam in edit mode after running the scene
Shore wetness is actually only present on shore, not deep underwater
EnvironmentVolumePropertiesCollection contains ocean / underwater overrides for directional light intensity, ambient light intensity and reflection probe intensity (can be customized on "Environment Collection" asset)
All DungeonBaseLink now have a reference to the DungeonBaseInfo they belong to stored
Added admin.underwater_scatter to further customize the underwater fog when underwater_effect is set to 0
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)
Less fog inside underwater labs
Added prevent building volumes to underwater lab prefabs
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
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)
DungeonBaseInfo now contains a list of all DungeonBaseLink that belong to it
Slightly better handling of swimming up into the moonpool (this needs more work, but it's a start)
Temp fixes for aux branch compile errors
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)
Underwater lab map markers
Prefab updates for moonpool water plane / underwater labs env volumes
Different approach to moonpool water body since it was causing underwater fog to disappear when all moonpool water bodies were culled
Added colliders to 90 and 45 degree hatch tubes
Added S tube hatch environment volumes
Added various hatch environment volumes to underwater lab prefabs
Prefab updates to support the moonpool water plane
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
Prefab and scene updates for transitional pieces (doors)
Added transitional pieces (doors)
Added 45 and 90 degree corner tubes to underwater labs
Fixed dungeon block volumes in 45 degree corner tube prefabs
Added more underwater labs to dungeon_base_test scene
Remove corridor tubes that don't lead to any rooms
Increased probability of tube pieces to stretch out underwater labs a bit more
Added detailed volume triggers to all underwater lab segments (initial version for testing purposes, some tube_50 volume triggers are still missing)
Water carving now uses the exact shape of the player capsule collider everywhere rather than approximating some things with the axis-aligned (!) bounding box
Disabled autocrouch when swimming / admin flying since it would glitch out the capsule collider when swimming underneath something with a water carving volume
Environment volumes now allow using a custom collider (like a mesh collider) for their trigger (any custom collider on the game object will be used, if there is none the default box collider will be added)
Underwater lab monument prefabs are no longer using Scene2Prefab
Added link-stairwell-bottom-e and link-stairwell-bottom-f to cover two edge cases where none of the current circular stairwell pieces would fit
Fixed edge case that would prevent placement of the first part of the 360 degree train tunnel stairwell
Underwater foliage is now allowed to spawn on underwater offshore monument topology (forgotten files)
Added monument topology to underwater labs
Underwater foliage is now allowed to spawn on underwater offshore monument topology
Fixed legs and vertical end pieces not spawning on procedural maps (regression)
Fixed end caps sometimes overlapping other segments
Fixed segments sometimes colliding with terrain
Changed some forgotten underwater lab environment volume types from underground to building
Removed dungeon block volume from hatch tube end
Changed underwater lab environment volume type from underground to building
Procedural underwater lab placement tweaks
Added initial version of underwater labs to procedural maps