mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Merge branch 'dev' of https://github.com/xen-42/outer-wilds-new-horizons into dev
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commit
fe8038d1c7
8
.github/workflows/release_build.yml
vendored
8
.github/workflows/release_build.yml
vendored
@ -53,9 +53,11 @@ jobs:
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path: xen.NewHorizons
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- name: Zip Asset
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uses: montudor/action-zip@v1
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with:
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args: zip -qq -r xen.NewHorizons.zip xen.NewHorizons/*
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run: |
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cd xen.NewHorizons/
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zip -r xen.NewHorizons.zip *
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mv xen.NewHorizons.zip ..
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cd ..
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- name: Upload Asset
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uses: ncipollo/release-action@v1
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@ -30,18 +30,18 @@ namespace NewHorizons.Builder.Atmosphere
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atmo.transform.localScale = Vector3.one * atmosphereModule.size * 1.2f;
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var renderers = atmo.GetComponentsInChildren<MeshRenderer>();
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var sharedMaterial = new Material(renderers[0].material);
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foreach (var meshRenderer in renderers)
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var material = renderers[0].material; // makes a new material
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foreach (var renderer in renderers)
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{
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meshRenderer.sharedMaterial = sharedMaterial;
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renderer.sharedMaterial = material;
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}
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sharedMaterial.SetFloat(InnerRadius, atmosphereModule.clouds != null ? atmosphereModule.size : surfaceSize);
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sharedMaterial.SetFloat(OuterRadius, atmosphereModule.size * 1.2f);
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if (atmosphereModule.atmosphereTint != null) sharedMaterial.SetColor(SkyColor, atmosphereModule.atmosphereTint.ToColor());
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material.SetFloat(InnerRadius, atmosphereModule.clouds != null ? atmosphereModule.size : surfaceSize);
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material.SetFloat(OuterRadius, atmosphereModule.size * 1.2f);
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if (atmosphereModule.atmosphereTint != null) material.SetColor(SkyColor, atmosphereModule.atmosphereTint.ToColor());
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atmo.SetActive(true);
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Skys.Add((planetGO, sharedMaterial));
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Skys.Add((planetGO, material));
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}
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atmoGO.transform.position = planetGO.transform.TransformPoint(Vector3.zero);
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@ -61,25 +61,21 @@ namespace NewHorizons.Components
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if (_stars.Count > 0) ChangeActiveStar(_stars[0]);
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else gameObject.SetActive(false);
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foreach (var atmo in AtmosphereBuilder.Skys)
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foreach (var (_, material) in AtmosphereBuilder.Skys)
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{
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var shader = atmo.Item2;
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shader.SetFloat(SunIntensity, 0);
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material.SetFloat(SunIntensity, 0);
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}
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return;
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}
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// Update atmo shaders
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foreach (var atmo in AtmosphereBuilder.Skys)
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foreach (var (planet, material) in AtmosphereBuilder.Skys)
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{
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var planet = atmo.Item1;
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var shader = atmo.Item2;
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var sqrDist = (planet.transform.position - _activeStar.transform.position).sqrMagnitude;
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var intensity = Mathf.Min(_activeStar.Light.intensity / (sqrDist / hearthSunDistanceSqr), 1f);
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shader.SetFloat(SunIntensity, intensity);
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material.SetFloat(SunIntensity, intensity);
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}
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foreach (var star in _stars)
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@ -34,8 +34,8 @@ Check the ship's log for how to use your warp drive to travel between star syste
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- Separate solar system scenes accessible via wormhole OR via the ship's new warp drive feature accessible via the ship's log
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- Remove or edit existing planets, including what they orbit around
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- Create custom planets from heightmaps/texturemaps
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- Create stars (and supernovae), comets, asteroid belts, satellites, and quantum planets/moons.
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- Add stock planet features to custom ones, such as geysers, cloak fields, meteor-launching volcanoes, rafts, and tornados.
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- Create stars (and supernovae), comets, asteroid belts, satellites, quantum planets/moons, and custom Dark Bramble dimensions.
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- Add stock planet features to custom ones, such as geysers, cloak fields, meteor-launching volcanoes, rafts, tornados, and Dark Bramble seeds/nodes.
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- Binary orbits
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- Signalscope signals and custom frequencies
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- Surface scatter: rocks, trees, etc, using in-game models, or custom ones
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