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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Merge branch 'dev' into gorp
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commit
eaf71ca23f
@ -245,12 +245,27 @@ namespace NewHorizons.Builder.Body
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cloak._sectors = new Sector[] { sector };
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cloak.GetComponent<Renderer>().enabled = true;
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// Cull stuff
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// Do next update so other nodes can be built first
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Delay.FireOnNextUpdate(() =>
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{
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// Cull stuff
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var cullController = go.AddComponent<BrambleSectorController>();
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cullController.SetSector(sector);
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// Prevent recursion from causing hard crash
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foreach (var senderWarp in outerFogWarpVolume._senderWarps.ToList())
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{
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var currentWarp = senderWarp;
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while (currentWarp.GetContainerWarpVolume() != null)
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{
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if (currentWarp.GetContainerWarpVolume() == outerFogWarpVolume && currentWarp != senderWarp) // game already fixes here to here recursion
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{
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outerFogWarpVolume._senderWarps.Remove(senderWarp);
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break;
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}
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currentWarp = (InnerFogWarpVolume)currentWarp.GetContainerWarpVolume().GetLinkedFogWarpVolume();
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}
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}
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});
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// finalize
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@ -250,12 +250,13 @@ namespace NewHorizons.Builder.Props
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brambleNode.FindChild("Prefab_SeedPunctureVolume (2)").GetComponent<CompoundShape>().enabled = true;
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fogLight._maxVisibleDistance = float.PositiveInfinity; // Prefab does have working foglight aside from this
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fogLight._minVisibleDistance *= config.scale / 15f;
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fogLight._occlusionRange = 175f;
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}
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else
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{
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brambleNode.FindChild("Effects/PointLight_DB_FogLight").GetComponent<Light>().range *= config.scale;
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brambleNode.FindChild("Effects/FogOverrideVolume").GetComponent<FogOverrideVolume>().blendDistance *= config.scale;
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fogLight._minVisibleDistance *= config.scale;
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//fogLight._minVisibleDistance *= config.scale;
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// Seed fog works differently, so it doesn't need to be fixed
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// (it's also located on a different child path, so the below FindChild calls wouldn't work)
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@ -333,6 +334,24 @@ namespace NewHorizons.Builder.Props
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SetNodeColors(brambleNode, fogTint, farFogTint, fogLightTint, lightTint, lightShaftTint, glowTint, fogOverrideTint);
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}
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// Redo the foglight data after everything is colored
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if (fogLight._linkedFogLights != null)
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{
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Delay.FireOnNextUpdate(() =>
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{
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FogLightManager fogLightManager = Locator.GetFogLightManager();
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fogLight._linkedLightData.Clear();
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for (int i = 0; i < fogLight._linkedFogLights.Count; i++)
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{
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FogLight.LightData lightData = new FogLight.LightData();
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lightData.color = fogLight._linkedFogLights[i].GetTint();
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lightData.maxAlpha = fogLight._linkedFogLights[i]._maxAlpha;
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fogLight._linkedLightData.Add(lightData);
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fogLightManager.RegisterLightData(lightData);
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}
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});
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}
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});
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// Set up warps
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