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11,016 Commits over 4,109 Days - 0.11cph!

4 Years Ago
Added DungeonBaseLink.MaxCountIdentifier (modules with the same MaxCountIdentifier will share MaxCountLocal and MaxCountGlobal)
4 Years Ago
Merge from main
4 Years Ago
Buoyancy returns correct water depth underneath water carving volumes
4 Years Ago
Merge from save215
4 Years Ago
Network++
4 Years Ago
Merge from main
4 Years Ago
Ocean ambience blending uses curve instead of simple blend distance
4 Years Ago
Fixed duplicate DungeonBaseInfo on secondary moonpools
4 Years Ago
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)
4 Years Ago
Save++ Network++
4 Years Ago
Merge from main/fishing
4 Years Ago
Merge from main/train_tunnels_new_content/bypass_tunnels/new_content/train_tunnels_bypass/making_this_up_as_i_go/console_version
4 Years Ago
Merge from main/Submarine aka main/Underwater_Update
4 Years Ago
Merge from main
4 Years Ago
Merge from main
4 Years Ago
Merge from main
4 Years Ago
Added MonumentInfo to mountain and ice lake prefabs
4 Years 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
4 Years Ago
Removing debug log
4 Years Ago
Added pathfinding for valid boat path to fishing villages when considering spawn positions
4 Years Ago
Moved fishing villages into their own folder to separate their spawning from harbors (helps both harbors and fishing villages at finding spawn positions)
4 Years 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)
4 Years Ago
Fixed lab door clipping edge case
4 Years Ago
Enforce more distance between the bottom of underwater lab modules and the terrain (foliage clipping)
4 Years Ago
Copied material parameters of Terrain.v3 to Terrain.v3_Margin
4 Years Ago
Forced advanced buoyancy check if more than 10m underwater
4 Years Ago
Added sun and moon underwater god ray color overrides
4 Years Ago
Added SunMeshBrightnessMultiplier, MoonMeshBrightnessMultiplier and AtmosphereBrightnessMultiplier to EnvironmentVolumePropertiesCollection
4 Years Ago
Underwater lab glass is more transparent (missed in 63287)
4 Years Ago
Added OceanOverrides.LightColor and LightColorMultiplier (0 = 100% underwater color, 1 = 100% sunlight color) to EnvironmentVolumePropertiesCollection
4 Years Ago
Reduced maximum floor count of underwater labs by one
4 Years Ago
Underwater lab glass uses "Standard Refraction" shader
4 Years 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)
4 Years Ago
Comment
4 Years Ago
Fixed underwater labs sometimes spawning partially inside terrain
4 Years 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)
4 Years Ago
Fixed NRE spam in edit mode after running the scene
4 Years Ago
Shore wetness is actually only present on shore, not deep underwater
4 Years Ago
EnvironmentVolumePropertiesCollection contains ocean / underwater overrides for directional light intensity, ambient light intensity and reflection probe intensity (can be customized on "Environment Collection" asset)
4 Years Ago
All DungeonBaseLink now have a reference to the DungeonBaseInfo they belong to stored
4 Years Ago
Added admin.underwater_scatter to further customize the underwater fog when underwater_effect is set to 0
4 Years 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)
4 Years Ago
Less fog inside underwater labs
4 Years Ago
Added prevent building volumes to underwater lab prefabs
4 Years Ago
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
4 Years Ago
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
4 Years 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)
4 Years Ago
DungeonBaseInfo now contains a list of all DungeonBaseLink that belong to it
4 Years Ago
Slightly better handling of swimming up into the moonpool (this needs more work, but it's a start)
4 Years Ago
Temp fixes for aux branch compile errors