branchrust_reboot/main/water2cancel

14 Commits over 31 Days - 0.02cph!

10 Years Ago
Post merge tweaks
10 Years Ago
pre-merge cleanup 1
10 Years Ago
Merge from main
10 Years Ago
Tweaked ocean shader and material further; custom lighting path for RUST_STD_WATER, avoiding indirect lighting and reflections Added edit-mode placeholder water material; updated water prefab Added quality modes affecting mesh and ocean shader lods Final tweaks in terrain shader water interaction before merging
10 Years Ago
Added native water simulation solver path; more lightweight threading; updated RustNative binaries Shore wetness blend masking; integrated across relevant standard shaders, controlled by terrain material Added underwater spec occlusion Updated water prefab
10 Years Ago
Merge from main
10 Years Ago
Consolidated shoreline wetness into terrain layer and improved material params; edited defaults Fixed issues across multiple water instances; fixed some bugs as well Cleaned up shaders; fixed all remaining water rendering issues, except for SSAO on top of water Added WaterLevel scene
10 Years Ago
Water mesh remake; now simpler and faster; now supports 256x256 resolution for central patch Refectored water renderer; fixed issues with disappearing highlights, fog Added and cleaned up preliminary terrain shoreline wetness from last week Water fog fix from last week, now stable; replaced depth texture in global fog and TOD scattering Refactored threaded simulation
10 Years Ago
Merge from main
10 Years Ago
latest changes
10 Years Ago
Fixed deepness issues; more accurate thickness; tweaks
10 Years Ago
a few tweaks; added lake material
10 Years Ago
Merge from main
10 Years Ago
initial water version; wip on testlevel