Improvements for `func_water_analog`
What would this enhancement be for?
Other
Describe your enhancement suggestion in more detail
(Original suggestion here) func_water_analog have a lot of visual problems, also I think that should be added some functions which should make it easier to work with it. Here some my ideas.
Key values:
Fog name <targetname> - env_fog_controller that use func_water_analog when player dive in water.
Water Material <material> - material that func_water_analog will use to cast $underwateroverlay. Already in Black Mesa.
Postprocess Name <targetname> - postprocess_controller that use func_water_analog when player dive in water.
Color Correction Name <targetname> - color_correction that use func_water_analog when player dive in water.
Water splash particles <particlesystem> - particle system that func_water_analog will use for water splashes when objects/bullets touch water.
Outputs:
OnPlayerDiveIn - fire when player dives in water.
OnPlayerDiveOut - fire when player dives out water.
OnDiveIn - fire when object/npc dives in water.
OnDiveOut - fire when object/npc dives out water.
Also #1 Krispy suggest to fix the engine bug of not being able to have actual moving water planes
and different water levels in a map.
I also really want so see this.