branchrust_reboot/main/water5_finalcancel

249 Commits over 638 Days - 0.02cph!

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