branchrust_reboot/main/water5_finalcancel
249 Commits over 638 Days - 0.02cph!
Bullet/blunt/slash/stab water impacts no longer fill rate performance hogs, and look nicer.
Water splash material vertex lit instead of emissive, uses a healthier texture atlas.
Removed ocean colliders. Fixed projectile bugs and various bugs created by removing ocean colliders.
Fixed some projectile issues
Fixed editor bug where attempting to clear motion vector target would clear scene view UI when motion vector target is unused
Parameter tweaks, fixed issue with raycasting
Fixed water system not updating properly in edit mode
Got rid of some debug stuff and tidied displacement sampling.
Added correction forces to Kayak, now much more stable.
Tweaks, killing shore waves where they shouldn't appear
Bespoke tuning for Procmap's shore gradient.
Texture levels & mat tweaks.
Testlevel properly coast splatted
Foam composite
Pre-levels checkpoint for foam
Adjusted update culling ranges for water junkpiles
Scene setup for water FX.
Fixed issues with submarine transitions. Added window shader materials etc.
Fixed water layer toggle bug, fixed post effect profiler markers, adjusted params
Tessellation amount is linked to quality settings
Cached shader property hashes
Bug fix in editor where wrong frustum planes can be used for culling
Fixed underwater effect on the lowest quality setting
Lake / River normal fix on low quality
Fix for sim data not loading properly
Fixed ocean mesh not updating
Added env fish to asset bundle
Removed RendererBatch script for water junk piles