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Removed WaterSystem submodule and embedded as local Package.
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No build tests so may not work in build in this commit
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Verasl committed Aug 16, 2018
1 parent 7b015b7 commit 7129dfc
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Showing 130 changed files with 44,118 additions and 282 deletions.
4 changes: 0 additions & 4 deletions .gitignore
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Expand Up @@ -34,9 +34,5 @@ sysinfo.txt
*.unitypackage
Assets/_Ignore
_Ignore.meta
Packages/PostProcessing
Packages/LightweightPipeline
Packages/Core
Packages/com.unity.shadergraph
.idea
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3 changes: 0 additions & 3 deletions .gitmodules
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@@ -1,3 +0,0 @@
[submodule "Assets/WaterSystem"]
path = Assets/WaterSystem
url = https://github.com/Verasl/WaterSystem
2 changes: 1 addition & 1 deletion Assets/Objects/boats/Interceptor.mat
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Expand Up @@ -11,7 +11,7 @@ Material:
m_Shader: {fileID: 4800000, guid: 7cc6d8245162d41df970ab2856566de3, type: 3}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
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Expand Up @@ -11,7 +11,7 @@ Material:
m_Shader: {fileID: 4800000, guid: 1adca499d9899854aa1b4011854d49fb, type: 3}
m_ShaderKeywords: _ALPHATEST_ON _CORRECTNORMALS_OFF _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _NORMALMAP _VERTEXANIMATION
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 1
m_CustomRenderQueue: 2100
stringTagMap: {}
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2 changes: 1 addition & 1 deletion Assets/Objects/environment/Trees/Materials/Trees.mat
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Expand Up @@ -11,7 +11,7 @@ Material:
m_Shader: {fileID: 4800000, guid: 1adca499d9899854aa1b4011854d49fb, type: 3}
m_ShaderKeywords: _ALPHATEST_ON _CORRECTNORMALS _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _NORMALMAP _VERTEXANIMATION
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 1
m_CustomRenderQueue: 2090
stringTagMap: {}
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Expand Up @@ -11,7 +11,7 @@ Material:
m_Shader: {fileID: 4800000, guid: 1adca499d9899854aa1b4011854d49fb, type: 3}
m_ShaderKeywords: _ALPHATEST_ON _NORMALMAP _OCCLUSIONMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
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Expand Up @@ -11,7 +11,7 @@ Material:
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _ALPHATEST_ON _NORMALMAP _SPECULAR_SETUP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 1
m_CustomRenderQueue: -1
stringTagMap: {}
Expand Down Expand Up @@ -75,6 +75,7 @@ Material:
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _ReceiveShadows: 1
- _Shininess: 1
- _SmoothnessTextureChannel: 0
- _SpecSource: 0
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3 changes: 2 additions & 1 deletion Assets/Objects/props/props/Matr_Props.mat
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Expand Up @@ -11,7 +11,7 @@ Material:
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
Expand Down Expand Up @@ -74,6 +74,7 @@ Material:
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _ReceiveShadows: 1
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
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2 changes: 1 addition & 1 deletion Assets/Objects/props/props/Matr_Props_Hue.mat
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Expand Up @@ -11,7 +11,7 @@ Material:
m_Shader: {fileID: 4800000, guid: e7d662204c5464355bc5f5911874653a, type: 3}
m_ShaderKeywords: _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
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4 changes: 2 additions & 2 deletions Assets/Scripts/Boat/Engine.cs
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Expand Up @@ -27,8 +27,8 @@ public class Engine : MonoBehaviour
void Awake()
{
RB = gameObject.GetComponent<Rigidbody>(); // get the RB
engineSound.time = Random.Range(0f, engineSound.clip.length); // randomly start the engine sound
waterSound.time = Random.Range(0f, waterSound.clip.length); // randomly start the water sound
engineSound.time = UnityEngine.Random.Range(0f, engineSound.clip.length); // randomly start the engine sound
waterSound.time = UnityEngine.Random.Range(0f, waterSound.clip.length); // randomly start the water sound

_guid = this.GetInstanceID(); // Get the engines GUID for the buoyancy system
}
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95 changes: 0 additions & 95 deletions Assets/Scripts/Rendering/WaterFXPass.cs

This file was deleted.

1 change: 0 additions & 1 deletion Assets/WaterSystem
Submodule WaterSystem deleted from 52b4fa
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