branchrust_reboot/main/water5_finalcancel
249 Commits over 638 Days - 0.02cph!
Underwater fog slightly darker.
Nudged water SSS down a little.
Fixed beaufort level 5 water accidentally being brighter than the others.
Fixed rain rendering underwater.
Fixed subsurface falloff gradiation between beaufort states
Water & beaufort parameters. (Waves unchanged)
Ocean refraction tweaks +caustics adjustments to match.
Slight caustics speed/depth/scale/brightness tweaks, because they were barely noticable.
underwater.prefab iteration & fixed time scaling issue
Fixed Lake and Swamp shading and refraction
Iterated on underwater.prefab. (Bubbles & plankton still using bugged shader mask test)
Merge from water5_final/shader-merge
Fixed FoliageGridBatch bounds calculation being incorrect (causing large foliage to pop in and out of view)
Disabled the new "Forward" particle effect on RHIB until we have all changes merged (see Asana)
Optimizing overly expensive underwater bubbles & plankton WIP
Nixed late blue cast on water splashes, looks odd in certain weather conditions.
Fixed issue with throttle splash on rhib.
Fixed SocketMod_InWater (was broken inside pools)
Fixed fishing rod (was broken almost everywhere)
Subtracting
83705 (merge conflict, will have to reapply once we're on main with everything)
Added WaterVisibilityTrigger to sewer branch (only had WaterCullingVolume which is purely visual)
Fixed normals missing entirely from rivers (and I think lakes)
Fixed GetGroundInfo missing ocean hits
Fixed GetMaterialAt not supporting ocean hits
Fixed water footsteos spawning at terrain level instead of ocean level
Added NotEqual option to VertexLit Blended Custom and WaterDrop shaders
Fixed being unable to deploy boogie boards or inner tubes in the ocean (SocketMod_InWater fix)
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PFX scene backup (River source FX)
Fixed WaterOverlay.Update doing its underwater test 1 unit below the actual camera position, breaking the moonpool water transition
Fixed water visibility mask not masking out ocean
Fixed moonpool water body type & water visibility mask
NRE fix when no terrain exists
Fixed river water level being ignored by almost everything
Fixed water mesh not culling inside caves
Water hits are now handled right in GamePhysics.Trace / TraceAll since the previous way of doing it did not correctly sort water hits and physics hits (could return water hit even though physics hit was in front of it)
Fixed drinking dialog weirdness
Fixed AddToWater only adding 1/4 of the ocean to the water map
Added normal to WaterSystem.Trace (currently always returns Vector3.up)
WakeDisturbance iteration
Rhib polish pass.
Fixed water disturbance mask being all whack and massive.
More boat conversions & FX simplifications.
Unfucking ifdef mess (by making it even messier)
Compile fixes when neither CLIENT nor SERVER is set
Adding fallback shader when no tessellation is supported
Reverting Kayak, RHIB, Rowboat and SubmarineDuo prefabs to pre-merge versions from this branch
Simplified small boat fx down to 2 emitters, from 17(!).
Updated explosion_underwater_surface for the new water
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