branchrust_reboot/main/water4cancel
83 Commits over 123 Days - 0.03cph!
Temporary removal of edit-only camera reload breaking underwater image effects in play mode
Fixed underwater shader broken by post opaque depth optimization
Optimized water interaction shader
Fixed another interaction offset mismatch
Added editor-only debug view for interactions
Restricted interaction bounds to main camera
Fixed interaction offset handling camera jumps
Fixed interaction foam uv across different map sizes
Fixed interaction offset computed using the wrong camera
Added light occludee radius scale control
Proper fix for
32170
Replaced wake disturbance in RHIB and Rowboat again
Fixed water interaction sometimes not rendered in-editor
Plugged wave system into new buoyancy fast path
Plugged wave system into dive site marker
Tweaked wave normal blending to make them more pronounced
Toned down ocean refraction a notch
Fixed accum buffer movement not matching in larger maps
Fixed water normal texture sampling; tweaked and updated all water mats
Fixed fractional camera scrolling breaking accumulation buffer
Cleared more redundant work
Halved post-opaque depth texture size/bandwidth (testing)
Improved shore transition quality and detail
Increased high frequency wave scale
Tweaked shore fade
Small refactor to avoid redundant calcs
Fixed foam showing up close to camera near plane
Fixed foam, caustics and spec occlusion shore fade
Fixed ocean/shore z-fighting in vast majority of cases
Fixed shore effects and SSR flickering when using TSSAA
Fixed distant wave flickering w/ TSSAA using adaptive detail fade
Added scale by speed component
Added wake disturbance to Rowboat and RHIB
Tweaked disturbance foam
Disabled interaction displacement for now
Finished client-side texture optimizations
Fixed a couple of potential NREs handling interactions
Fixed issue with instance buffer resizing + shader instance ID
Added border fadeout to client-only interaction texture
Changed motor rowboat rear submerge detection to use water system
Updated waves to use less variations
Fixed displacement sampling
Fixed water body error on server
Fixed instance buffer resize
Tiny disturbance effect tweak
More client/render guards
Fixed client/render errors and warnings on headless server
Integrated deep sea disturbance into water dynamics
Client foam fade using ping-pong accum-disperse
Added instancing to client-only path
Optimized process interactions
Fixed server compile
Client only interaction matching server
Moved water interaction to rustnative; updated binaries
Splitting client-only data
Added debug path for client/server
More raster path optimizations
Moved some hard-coded params to material; tweaks