Bloom config options
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@@ -339,6 +339,8 @@ public class Renderer implements ApplicationListener{
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if(bloom != null){
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bloom.resize(graphics.getWidth(), graphics.getHeight());
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bloom.setBloomIntesity(settings.getInt("bloomintensity", 6) / 4f + 1f);
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bloom.blurPasses = settings.getInt("bloomblur", 1);
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Draw.draw(Layer.bullet - 0.02f, bloom::capture);
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Draw.draw(Layer.effect + 0.02f, bloom::render);
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}
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@@ -12,7 +12,7 @@ import mindustry.graphics.*;
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public class ContinuousLaserBulletType extends ContinuousBulletType{
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public float fadeTime = 16f;
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public float lightStroke = 40f;
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public int divisions = 11;
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public int divisions = 13;
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public Color[] colors = {Color.valueOf("ec745855"), Color.valueOf("ec7458aa"), Color.valueOf("ff9c5a"), Color.white};
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public float strokeFrom = 2f, strokeTo = 0.5f, pointyScaling = 0.75f;
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public float backLength = 7f, frontLength = 35f;
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@@ -54,6 +54,7 @@ public class Drawf{
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}
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public static void flameFront(float x, float y, int divisions, float rotation, float length, float width){
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//TODO I don't know why this is necessary yet. Does FIll.poly screw up with triangles?
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divisions = Mathf.round(divisions, 2) + 1;
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points.clear();
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@@ -342,6 +342,10 @@ public class SettingsMenuDialog extends BaseDialog{
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});
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graphics.sliderPref("screenshake", 4, 0, 8, i -> (i / 4f) + "x");
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graphics.sliderPref("bloomintensity", 6, 0, 16, i -> (int)(i/4f * 100f) + "%");
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graphics.sliderPref("bloomblur", 2, 1, 16, i -> i + "x");
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graphics.sliderPref("fpscap", 240, 10, 245, 5, s -> (s > 240 ? Core.bundle.get("setting.fpscap.none") : Core.bundle.format("setting.fpscap.text", s)));
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graphics.sliderPref("chatopacity", 100, 0, 100, 5, s -> s + "%");
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graphics.sliderPref("lasersopacity", 100, 0, 100, 5, s -> {
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