branchrust_reboot/main/Submarinecancel
475 Commits over 122 Days - 0.16cph!
Rotated solo sub and resized.
resized duo sub lods.
separated out the rudders on both.
updated prefabs including their sizes back to 1
Decrease drag a little, fix steering bug
Don't allow turning the sub if it's not moving
Added Point Darkness script. Attach this to any Light component to emit darkness instead of light. You can even emit different colours of darkness. "This is beyond science." - Matt
Bring in the interior walls of the solo sub turret mesh a little to prevent visual issues in the corners when using the box-shaped water culling.
Improve the solo sub's water culling volumes. Problems were caused by the water culling shader having a global maximum of four at a time. The solo sub needed six on its own. Probably not a good idea to have that many anyway, so rather than change the shader, reduced it to four per sub, and the interior mesh will just need a minor edit to not show any water inside. The culling volumes are sorted so having e.g. two subs near each other is fine.
Mount pos edit. Solo sub now fully set up and driveable.
Buoyancy edit on solo sub
Hide some more unused inspector vars from BaseVehicle classes
More collider work for both subs. Collision meshes for the propeller housing on both subs. Note that the solo sub interior is solid even in detailed collision mode - if we eventually let people shoot through the windows, the top turret will need to be modified to be hollow.
Made a collider model for the top section
Made a collision mesh for the solo sub main body detailed collider
Make BuoyancyPoint gizmo translucent
Let's not get ourselves into another Bandid Camp or CargoShipTest situation. Rename SoloSubmarine to SubmarineSolo to match the SubmarineDuo naming scheme
More solo sub setup + extra fixes
Show sub health info bar, but only when not mounted
Some initial setup for SoloSubmarine. Temporarily scale the whole model gameobject to 60% size and rotate it 90 degrees until the model itself is updated
Don't drown while in the sub. Don't get wet while in the sub. Don't run out of oxygen while in the sub.
Put a whole copy of Compound underwater on the test map
Introduced a graduated input system for dive/climb to feel smoother and give the player some more fine-grained control
Increase underwater visibility when in the sub
Change the dive/climb buoyancy system. Old system was too bouncy. Now, by default try to stay at the depth we're already at. User input then modifies that value to climb or dive
Hide the plankton too, we don't want plankton in our sub
Increase minimum buoyancy
Disable the water FX on the sub. Splash FX are nice, but they show up both outside and inside of the sub
Don't show the water bubbles effect when going underwater if player is mounted in a submarine
Set up a water overlay modification for when the player is in a submarine. Changed the goggles setting to pull state instead of push.
Fixed duo sub interior lod size difference
Adjust volumes to work around a camera bug in WaterCullingVolume
Add water culling volumes for the duo sub, to hide water surface inside the sub. Unfortunately it needs several since culling volumes are boxes and the sub is very round, but performance seems fine.
Player can dive/surface the sub