branchrust_reboot/main/water5_finalcancel

249 Commits over 638 Days - 0.02cph!

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