108,663 Commits over 3,867 Days - 1.17cph!
Applied some WIP things to the moonpools.
Window test 1 (sucks atm)
Various mat changes
Display an editor warning message when an AI path contains duplicate sequential nodes.
Added option to disable lighting for moonpool caustics.
Reduce reel in resistance and reduce strain amounts
Underwater lab glass is more transparent (missed in 63287)
Merge getWaveData_fix -> Main
Adjust water depth params
Now showing the diving bubble FX when the duo sub begins to dive underwater
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Added support for the ambient bubble FX, shown when underwater. Refactoring some visuals code.
Duo sub cabin lights now working
Split out all the duo-sub-specific features into a SubmarineDuo subclass of BaseSubmarine
Rename Submarine to BaseSubmarine
Reduce the spotlight's volumetrics if the player is in the sub, to improve their visibility out of the window
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Removed the unused effect parameters from WaterOverlay. Not point in having things set in the inspector that don't have any effect.
Added ability for custom WaterOverlay settings to turn chromatic aberration on and off. Turned it off for in the subs - it made it particularly hard to read the dashboard gauges.
Increase submarine headlight range
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Clearer headlight flag naming
Buncha changes to facilitate the new underwater lighting plan (light extinction agnostic)
Hooked up duo sub spotlight
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Modified the depth gauge textures to divide the numbers by 10. No-one's diving to 450 metres.
Fixed pump jack floating decals
Implemented submarine depth gauge, some refactoring the other gauges
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Added OceanOverrides.LightColor and LightColorMultiplier (0 = 100% underwater color, 1 = 100% sunlight color) to EnvironmentVolumePropertiesCollection
Reduced maximum floor count of underwater labs by one
Underwater lab glass uses "Standard Refraction" shader
Toggle underwater lab window material render queue depending on wheter the camera is inside or outside of the underwater labs (hacky solution to get best of both worlds)