## Minor features
- Add visual options for proc gen (i.e., asteroids). Can add a triplanar
texture or use a preset material for quantum, ice, or rocks. Fixes#1014
## Minor features
- Reworked game over screens. Can now either use credits volumes as
before, or set `gameOver` in the addon manifest where you can define a
dialogue condition which will then trigger a game over sequence the next
time you die (displaying a message and/or triggering the credits). Fixes
#832
- Allowed game over to trigger flashback without resetting to menu
(credits type `none`).
- Allowed game over to fade to black instead of causing death (leave
death type field empty)
- Allowed game over to set credits volume text colour.
Improved dialogue documentation by writing some more guides (Fixes#833)
I checked through the dialogue and nomai text schemas and I don't see
anything missing when compared to base game code.
## Minor features
- Can set `displaySlides` on a slide reel now to define which slide
indices should be displayed on the physical reel model. Fixes#888.
## Improvements
- Slide reels are now streamed (Fixes#898). Other projectors (auto,
torch) are not streamed yet.
- Empty slide reel slots are now transparent on the slide reel model.
Requires existing slide reel caches to be cleared.
## Bug fixes
- Fixed a 3 frame hitch when changing tools
So the strategy is:
If the cache does not exist, do nothing different. It will take like 5
minutes and all your memory but that doesn't matter that's on the dev to
make sure that they pre-gen the caches (the sequential pre-caching
option should stop you running out of memory when making the cache
probably). Users won't experience any of that
Then we just do not ever load the inverted cached images when loading
slides from the cache. Only do it right as the player is about to see a
slide, by patching any base game method that tries to get a streamed
slide. We currently do not change how auto-projectors and vision torches
work.
TODO:
- [x] Track who is requesting to load what image so that an unsocketed
slide reel doesnt unload all slides
- [x] Investigate why load times are longer
- [x] Make loading the images async (on an SSD doing it sync is
unnoticeable but might be on older hardware)
- [x] I need somebody to test this on an HDD and see that the slide
reels are actually loading async without hitching
- [x] When slotting slide reels in on EOTP you get a ~3 frame drop. Does
not affect NH Examples (smaller images). Need to figure out why (since
this is meant to be async it shouldnt matter the image size)
In EOTP I save 6 seconds of load time and 3.5gb of memory (6.5gb vs
10gb)