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14 Commits over 31 Days - 0.02cph!

5 Years Ago
Post merge tweaks
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5 Years Ago
pre-merge cleanup 1
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5 Years Ago
Merge from main
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5 Years Ago
Tweaked ocean shader and material further; custom lighting path for RUST_STD_WATER, avoiding indirect lighting and reflections Added edit-mode placeholder water material; updated water prefab Added quality modes affecting mesh and ocean shader lods Final tweaks in terrain shader water interaction before merging
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5 Years Ago
Added native water simulation solver path; more lightweight threading; updated RustNative binaries Shore wetness blend masking; integrated across relevant standard shaders, controlled by terrain material Added underwater spec occlusion Updated water prefab
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5 Years Ago
Merge from main
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5 Years Ago
Consolidated shoreline wetness into terrain layer and improved material params; edited defaults Fixed issues across multiple water instances; fixed some bugs as well Cleaned up shaders; fixed all remaining water rendering issues, except for SSAO on top of water Added WaterLevel scene
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5 Years Ago
Water mesh remake; now simpler and faster; now supports 256x256 resolution for central patch Refectored water renderer; fixed issues with disappearing highlights, fog Added and cleaned up preliminary terrain shoreline wetness from last week Water fog fix from last week, now stable; replaced depth texture in global fog and TOD scattering Refactored threaded simulation
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5 Years Ago
Merge from main
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6 Years Ago
latest changes
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6 Years Ago
Fixed deepness issues; more accurate thickness; tweaks
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6 Years Ago
a few tweaks; added lake material
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6 Years Ago
Merge from main
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6 Years Ago
initial water version; wip on testlevel
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