Age | Commit message (Collapse) | Author | Files | Lines | |
---|---|---|---|---|---|
2022-09-22 | Rework sea foam | dusoleil | 1 | -4/+7 | |
2022-09-22 | Use the root of the Water scene for the Water API | dusoleil | 1 | -5/+5 | |
2022-09-22 | Only update the time uniform for the shader each frame | dusoleil | 1 | -5/+8 | |
2022-09-22 | Modify the fog and blur to better hide the pop in | dusoleil | 1 | -19/+1 | |
2022-09-16 | Cull the Water from the below deck camera | dusoleil | 1 | -3/+7 | |
2022-09-14 | Extend water area to 10km x 10km | Malfurious | 1 | -2/+18 | |
Horizon LOS in water should be typically around 5km, so extend the dimentions of the water to allow 5km in any direction. With regard to the wave shader, we extend the original MeshInstance to 2000x2000 using a reasonable tradeoff of virtex subdivisions. The remainder of the area is covered by another water plane, subdivided to a much lower level of detail. The area at the center of the large 'outer' water plane is subtracted so that the two do not overlap. Co-authored-by: dusoleil <howcansocksbereal@gmail.com> | |||||
2022-09-14 | Consolidate water-related assets | Malfurious | 1 | -0/+46 | |
Stray files are moved into a new directory. The water MeshInstance is made into a new scene, as I will be adding components to it. |