branchrust_reboot/main/Submarinecancel
475 Commits over 122 Days - 0.16cph!
Made the windows of the duo sub bigger
updated lods accordingly
Underwater lab lighting/post working files
added bulkhead divided model to submarine greeble, remapped uvs on greeble objects to fit it in, added transparent 3rd material that ill apply to top lods
Re-organizing folders for clarity
Material variants for labs
Added vehicle damage texturing to minicopter
Scrap heli mats get instancing for damage texturing
Fixing unwanted collider on 'module_1200x1200_4way_ladder'
Underwater labs volumes set to 'Underground' for improved lighting quality
merge from submarine ai (nothing spawning, just to get the data prefab updates in)
Fixed a few pivot rotation issues
Fixed holes in LOD0 of modules
Underwater labs - Final modules meshes LODs/colliders/prefabs instances
Re-organized ladders to be in a separate prefab instance for more flexibility in design
DungeonBaseInfo now contains a list of all DungeonBaseLink that belong to it
Slightly better handling of swimming up into the moonpool (this needs more work, but it's a start)
Fixed scrap heli damage texture, working now
Remove damage texture content from the scrap transport heli, since it was actually unused
Save on materials. Don't use a separate material anymore just to show full damage on gibs. Instead have the gibbable script apply the damage texture itself if it detects that a DamageRenderer is being used, reusing the shared material with instancing.
Fixed HAB not always showing damage texture correctly. Other minor damage tex edits.
Remove the "Cubicles" on Playground as a lot of them are missing prefabs and/or scripts
Fixing/improving some general issues with the vehicle damage texture systems.
Submarine gibs now show full damage on the damage texture
Changes to texture damage to make it more visible on the submarines
Adjusted sub damage protection + material edits
Add health-based damage texturing to both subs
Master effects prefab for DuoSub
Functional sonar blip effect for angle/distance params
Temp fixes for aux branch compile errors
Renaming a bunch of train tunnel generation scripts with DungeonGrid prefix to reduce confusion with the new DungeonBase scripts (generating a grid style dungeon versus a base / building style dungeon)
Underwater lab map markers
Prefab updates for moonpool water plane / underwater labs env volumes
Different approach to moonpool water body since it was causing underwater fog to disappear when all moonpool water bodies were culled
Added colliders to 90 and 45 degree hatch tubes
Added S tube hatch environment volumes
Added various hatch environment volumes to underwater lab prefabs
Adding missing vertical_hatch_tube volume mesh
Prefab updates to support the moonpool water plane
Adding a less deep 900x900 volume to complete one of the moonpool volumes combo
Added Pool and Moonpool water body types
Moonpool water bodies are visible even when inside water culling volumes
Retired MainCamera.isWaterVisible since things aren't that black and white anymore
Prefab and scene updates for transitional pieces (doors)
Added transitional pieces (doors)
Added 45 and 90 degree corner tubes to underwater labs
Fixed dungeon block volumes in 45 degree corner tube prefabs