branchrust_reboot/main/Submarinecancel
475 Commits over 122 Days - 0.16cph!
Underwater lab glass with fake fog parameters.
Slightly less base water wobble again.
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
Toned down base water wiggle a bit.
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)
Disabled projectors on the moonpools for testing.
steel shelves variant files, colliders for the new shelves
Control panels / LOD setup / added colliders / fixed last LOD level on the attachments
More friction for the subs on land
Let the subs know that they really shouldn't be able to apply thrust at all if they're on land
Refactored the sub's water checks. Simplified a bit.
Give submarines 50 starting fuel when purchased or spawned. Added the methods that the boat shop uses to all applicable vehicle types.
Cherry pick materials fix
Fixed sub still turning if rudder input was held when the player dismounted
Change sub steering swap threshold to not be at zero, so it doesn't waver when doing zero-speed turns
Fix turning sometimes kind of locking up in the subs. Need to implement this better
Subs can now get the correct depth under a water surface, even when that surface is a moon pool that's directly above them under the water
Use ConVar.Mesh.quality instead of the somewhat deprecated QualitySettings.lodBias
Have the max sub external FX distance take LODBias into account
Slow the sub down a little
Don't show sub FX beyond 100m away
Control panel LODs / fixed naming errors in the mid-size set / added monitor attachments
Underwater ambiance FX improvements.
Diving googles use the TOD lit shader.
Fix water surface collision plane rotation. Remove my old prop bubble FX.
Some more submarine FX hook-up work. Also now handling the situation where if you Play() a particle system, then Stop() it, then Play() it again, new particles won't play until all the particles from the previous playing state have run out. Continue playing the particles and start/stop just the emitters.
Brighter, slightly more turqoise underwater.
Greater viewing distance underwater.
Added some quick tables for the cantina and other labs rooms based of existing generic textures
Dressing backup
dressing backup
extra shelf variant, related prefabs
Layer shuffling to stop caustics leaking everywhere
New wall mounted and floor standing shelves models based on the offce magtapes set
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
Control panels progress / Added WIP meshes and prefabs
Forced advanced buoyancy check if more than 10m underwater
Steel toilet furniture skin work
Some models fixes - visual issues
Raise the roof
raised the height of the ceiling on duo sub to prevent the top of heads of some seeds clipping through
Updated left and right footpedal rotation pivots
updated duo submarine prefab
updated fuel material for the solo sub
fuel tank is no longer chrome
Long and short torpedoes
Materials, textures, lods and prefab setup
Added sun and moon underwater god ray color overrides
Module filler prefabs - skin variants