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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
fixed screen fog color when exiting dimensions
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134c4e668d
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@ -238,7 +238,9 @@ namespace NewHorizons.Builder.Body
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// Change fog color
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// Change fog color
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if (body.Config.Bramble.dimension.fogTint != null)
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if (body.Config.Bramble.dimension.fogTint != null)
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{
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{
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fog.fogTint = body.Config.Bramble.dimension.fogTint.ToColor();
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var color = body.Config.Bramble.dimension.fogTint.ToColor();
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fog.fogTint = color;
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outerFogWarpVolume._fogColor = color;
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}
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}
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// Set up repel volume to only contain this dimension
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// Set up repel volume to only contain this dimension
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@ -1,4 +1,5 @@
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using NewHorizons.Builder.Body;
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using NewHorizons.Builder.Body;
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using NewHorizons.Components;
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using NewHorizons.Handlers;
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using NewHorizons.Handlers;
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using NewHorizons.Utility;
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using NewHorizons.Utility;
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using OWML.Common;
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using OWML.Common;
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@ -233,7 +234,7 @@ namespace NewHorizons.Builder.Props
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fogEffectRuleset._material = GameObject.Find("DB_PioneerDimension_Body/Sector_PioneerDimension").GetComponent<EffectRuleset>()._material;
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fogEffectRuleset._material = GameObject.Find("DB_PioneerDimension_Body/Sector_PioneerDimension").GetComponent<EffectRuleset>()._material;
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}
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}
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//TODO: replace InnerFogWarpVolume with NHInnerFogWarpVolume, which overrides GetFogDensity to account for scale
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//TODO: replace InnerFogWarpVolume with NHInnerFogWarpVolume, which overrides GetFogDensity to account for scale (this will fix the issue with screen fog caused by scaled down nodes)
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// Set the scale
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// Set the scale
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brambleNode.transform.localScale = Vector3.one * config.scale;
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brambleNode.transform.localScale = Vector3.one * config.scale;
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