branchrust_reboot/main/Submarinecancel

475 Commits over 122 Days - 0.16cph!

5 Years Ago
Underwater lab glass uses "Standard Refraction" shader
5 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)
5 Years Ago
merge from submarine ai
5 Years Ago
Comment
5 Years Ago
Fixed underwater labs sometimes spawning partially inside terrain
5 Years Ago
- Submarine fuel gauge works - Speedometer handles negative velocity
5 Years Ago
- Made submarine speedometer work. - Removed the hand for temp to make it look broken. - Modified numerals on the MPH gauge textures,changed it to be linear. - Submarine speed increase. - Renamed VehicleIsActive on BaseModularVehicle to match the new standard name (IsMovingOrOn)
5 Years Ago
Temp working prefabs & ocean tweaks
5 Years Ago
Centre of mass adjustment edit
5 Years Ago
Adjusted player's hand position on sub steering wheel
5 Years Ago
Submarine steering wheel moves. Removed GetSteering method from BaseMountable as it wasn't used anywhere.
5 Years Ago
Trying a fix for null MobileMountable. Slower but more foolproof fix also written here but commented out
5 Years Ago
Underwater plant texture spec changes for a more underwatery look Preliminary ocean depth darkening parameters & related materials Water goggles post fx (not implemented yet)
5 Years Ago
Shark prefab/id fix after moving it
5 Years Ago
merge from submarine/ai/
5 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)
5 Years Ago
Fixed NRE spam in edit mode after running the scene
5 Years Ago
Shore wetness is actually only present on shore, not deep underwater
5 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)
5 Years Ago
Increased push force again. Set fuel tank bool on duo sub.
5 Years Ago
Reduce push force by 25%
5 Years Ago
Comment out the WaterFactor debug print in SubmarineAudio
5 Years Ago
- Keep submarine level unless there's no-one mounted (allows driver to swap seats without it surfacing) - Protections on submarine fuel looting
5 Years Ago
WIP submarine sounds
5 Years Ago
Merge Main->Submarine
5 Years Ago
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5 Years Ago
Procmap underwater fix
5 Years Ago
Procedural Map Underwater scene
5 Years Ago
All DungeonBaseLink now have a reference to the DungeonBaseInfo they belong to stored
5 Years Ago
Added admin.underwater_scatter to further customize the underwater fog when underwater_effect is set to 0
5 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)
5 Years Ago
added damage masks for both subs and updated detail tiling in their materials
5 Years Ago
added bulkhead divider, tweaked uvs to accommodate it. tweaked meshes so they fit the curved hull better. added collision meshes, set up basic prefabs
5 Years Ago
Less fog inside underwater labs
5 Years Ago
Moon pools for BillBTestMap
5 Years Ago
Increase submarine view distance (less fog)
5 Years Ago
Adjust mount positions for the subs to improve visibility as far as possible
5 Years Ago
Fix copy/paste decay bug
5 Years Ago
Added submarine decay, same as boats but with slightly longer times: - Indoors: No decay. - Outdoors: 240 minutes (rowboat = 180). - Deep water: 180 minutes (rowboat = 120).
5 Years Ago
sub spawning setup at boat vendor
5 Years Ago
merge from submarine ai (no spawns)
5 Years Ago
Added prevent building volumes to underwater lab prefabs
5 Years Ago
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
5 Years Ago
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
5 Years Ago
Fixed incorrect main ladder placement and missing pool ladder volumes in module_1200x1800_ladder_moonpool
5 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)
5 Years Ago
Increase submarine throttle/max speed
5 Years Ago
Allow faster steering adjustments in the submarines
5 Years Ago
When mounting a sub, always fill the driver's seat first
5 Years Ago
- Fixed submarine physics behaving incorrectly (jittery, didn't maintain depth) if the submarine was spawned instead of pre-placed in the scene. The trouble was script execution order, specifically the submarine's tick happening after the buoyancy tick. - In solving this, moved the FixedUpdate tick on all mountables to use a single real FixedUpdate call from ServerMgr. Should improve performance (will test soon).