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Currents overhaul #6278
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Currents overhaul #6278
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Now there're two textures that are moved and combined based on time passing, so there's no need for a 3rd dimension Moreso, the new main noise texture is made in a special way to make currents go on forever (theoretically)
TODO: only enable them for certain patches (and configure colors probably, per patch as well)
This one is more random that the previous one and, importantly, has no single direction in which it goes Two noises were combined while making it, selectively increasing flow in some areas to avoid making dead-ends
Which would make them more unique, probably
…utoff a compound cloud-only feature
…urrents, fix a visibility bug
We are currently in feature freeze until the next release. |
I checked the look of it and I think it looks really nice, but when I go faster with my cell to new areas, the currents are not present there and only appear after a second o two. is it possible for them to cover a bigger area so that they are visible wherever player goes? |
So, I increased the extents of the particle spawn area by 1.5 and I think that this fixes the problem. Unfortunately, increasing the box extents also requires increasing particle count, so if the issue persists in some way, the solution might be to move the box slightly in front of the player to let particles spawn in advance. |
It complicates the code a bit, unfortunately
If the returned image is null, an exception will be thrown anyway
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The code looks good now. I tested in game and I think the trails are probably a good improvement but I don't recall anyone saying anything about the trail visuals yet. Patches with no visual changes also seemed good to me.
Brief Description of What This PR Does
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break existing features:
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