branchrust_reboot/main/Submarinecancel
475 Commits over 122 Days - 0.16cph!
Separated moonpool interior from exterior shell meshes
Module prefabs update
Hooked up new submarine collision FX
Hooked up submarine bow wave FX
Submarine physics edits. Fix turning not really working when travelling in reverse.
- Hooked up prop splash FX.
- Show external FX if player is in third person view.
Disable IsDestroyed assertion completely again
Less submarines on my test map
Fixed not copying default wiggle speed
Now only running the entity OnDestroy assert on the server as at the moment on client, a bunch of these come up when first connecting to a procedural map (although that's probably an issue in itself). Note that this assert is editor-only as well.
It seems that a mountable type somewhere on procedural isn't being destroyed in the proper way. There was already an assert in BaseNetworkable to detect this, but it was commented out. Fixed the reason it was commented out (spam on editor playmode exit) and reinstated it. This has been commented out for over five years so who knows what it might show up.
Fix solo sub internal FX NRE
Add null check in mountable FixedUpdateCycle
Exposed some extra params on water overlay for Petur.
The underwater surface plane responds to depth. The sky is no longer crystal clear at extreme depth.
Added SunMeshBrightnessMultiplier, MoonMeshBrightnessMultiplier and AtmosphereBrightnessMultiplier to EnvironmentVolumePropertiesCollection
Fix exterior dive bubbles playing when player first dismounts. Set all sub FX to not autoplay on show.
Disable the exterior FX that aren't hooked up yet
Hooked up the exterior versions of the ambient bubbles, dive bubbles, cabin lights
Interior/exterior FX split
Mostly just some renaming
Hooked up window water spray
Hooked up window film effect
Applied some WIP things to the moonpools.
Window test 1 (sucks atm)
Various mat changes
Added option to disable lighting for moonpool caustics.
Underwater lab glass is more transparent (missed in 63287)
Adjust water depth params
Now showing the diving bubble FX when the duo sub begins to dive underwater
Added support for the ambient bubble FX, shown when underwater. Refactoring some visuals code.
Duo sub cabin lights now working
Split out all the duo-sub-specific features into a SubmarineDuo subclass of BaseSubmarine
Rename Submarine to BaseSubmarine
Reduce the spotlight's volumetrics if the player is in the sub, to improve their visibility out of the window
Removed the unused effect parameters from WaterOverlay. Not point in having things set in the inspector that don't have any effect.
Added ability for custom WaterOverlay settings to turn chromatic aberration on and off. Turned it off for in the subs - it made it particularly hard to read the dashboard gauges.
Increase submarine headlight range
Clearer headlight flag naming
Buncha changes to facilitate the new underwater lighting plan (light extinction agnostic)
Hooked up duo sub spotlight
Modified the depth gauge textures to divide the numbers by 10. No-one's diving to 450 metres.
Implemented submarine depth gauge, some refactoring the other gauges
Added OceanOverrides.LightColor and LightColorMultiplier (0 = 100% underwater color, 1 = 100% sunlight color) to EnvironmentVolumePropertiesCollection
Reduced maximum floor count of underwater labs by one