12,611 Commits over 3,897 Days - 0.13cph!
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
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)