branchrust_reboot/main/water4cancel
83 Commits over 123 Days - 0.03cph!
Updated interaction disturbance foam
Stated unifying global water foam into interaction system (large-scale waves, shore, etc)
New disturbance foam (wip)
Native path optimization test
Enabled gerstner shore attenuation; affects displacement
Removed previous test rowboat test and updated proper instead
Added new rowboat wake test
Fixed NRE in rowboat wake effect
Finished most of interaction code
Toggled gerstner back on; integrated w/ interaction
Changed rowboat prefab to use interaction-based wake
Added native path entry points
Finished interaction system w/ fading disturbance
Added sample brushes
Refactor + cleanup
Server compile fixes
Added water system get height/normal
Interaction sampling opt
Changed interaction texture format
Sampling tests for flow and displacement
Fixed editor mode water breaking in some instances
Fixed gerstner fading to perlin
Fixed wave time cpu/gpu sync
Debug and pre-merge fixes
Further optimized gerstner GPU wave sampling
Added optimized CPU sampler based on new implementation
Added gerstner wave fade out to shore
Added deep sea gerstner wave crest foam
Update water system prefab w/ pre-generated wave data
Fixed potential worldpos interpolator recision issue in water shaders
Tweaked ocean material
Rewrote and optimized gerstner wave simulation
Properly integrated into ocean displacement and normals
Changed gerstner displacement to affect all layers
Auto-generate gerstner waves when data is missing
Tidy up a little bit
Added cpu-side wave sampling test