branchrust_reboot/main/Submarinecancel
475 Commits over 122 Days - 0.16cph!
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
- Submarine fuel gauge works
- Speedometer handles negative velocity
- 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)
Temp working prefabs & ocean tweaks
Centre of mass adjustment edit
Adjusted player's hand position on sub steering wheel
Submarine steering wheel moves. Removed GetSteering method from BaseMountable as it wasn't used anywhere.
Trying a fix for null MobileMountable. Slower but more foolproof fix also written here but commented out
Underwater plant texture spec changes for a more underwatery look
Preliminary ocean depth darkening parameters & related materials
Water goggles post fx (not implemented yet)
Shark prefab/id fix after moving it
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)
Increased push force again. Set fuel tank bool on duo sub.
Comment out the WaterFactor debug print in SubmarineAudio
- Keep submarine level unless there's no-one mounted (allows driver to swap seats without it surfacing)
- Protections on submarine fuel looting
▅▊▉ ▇▉▋▌▍'▇ ▊▇▍▇▌▉▅▍ ▌▋ ▆▊▍▊▉▆.
Procedural Map Underwater scene
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)
added damage masks for both subs and updated detail tiling in their materials
added bulkhead divider, tweaked uvs to accommodate it. tweaked meshes so they fit the curved hull better. added collision meshes, set up basic prefabs
Less fog inside underwater labs
Moon pools for BillBTestMap
Increase submarine view distance (less fog)
Adjust mount positions for the subs to improve visibility as far as possible
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).
sub spawning setup at boat vendor
merge from submarine ai (no spawns)
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 incorrect main ladder placement and missing pool ladder volumes in module_1200x1800_ladder_moonpool
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)
Increase submarine throttle/max speed
Allow faster steering adjustments in the submarines
When mounting a sub, always fill the driver's seat first
- 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).