Merge branch 'master' of https://github.com/Anuken/Mindustry into 7.0-features

 Conflicts:
	core/assets/logicids.dat
	core/src/mindustry/content/Blocks.java
	gradle.properties
This commit is contained in:
Anuken
2021-09-28 18:45:09 -04:00
53 changed files with 450 additions and 146 deletions

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@@ -379,6 +379,9 @@ editor.ingame = Edit In-Game
editor.publish.workshop = Publish On Workshop
editor.newmap = New Map
editor.center = Center
editor.search = Search Maps...
editor.filters = Filter Maps
editor.showAll = Show Default Maps
workshop = Workshop
waves.title = Waves
waves.remove = Remove
@@ -1133,6 +1136,7 @@ block.sand-boulder.name = Sand Boulder
block.basalt-boulder.name = Basalt Boulder
block.grass.name = Grass
block.molten-slag.name = Slag
block.pooled-cryofluid.name = Cryofluid
block.space.name = Space
block.salt.name = Salt
block.salt-wall.name = Salt Wall
@@ -1613,7 +1617,7 @@ unit.omura.description = Fires a long-range piercing railgun bolt at enemies. Co
unit.alpha.description = Defends the Shard core from enemies. Builds structures.
unit.beta.description = Defends the Foundation core from enemies. Builds structures.
unit.gamma.description = Defends the Nucleus core from enemies. Builds structures.
unit.retusa.description = Places proximity mines. Repairs allied units.
unit.retusa.description = Fires homing torpedos at nearby enemies. Repairs allied units.
unit.oxynoe.description = Fires structure-repairing streams of flame at nearby enemies. Targets nearby enemy projectiles with a point defense turret.
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.

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@@ -360,3 +360,4 @@
63348=molten-slag|block-molten-slag-ui
63347=crater-stone|block-crater-stone-ui
63346=deep-tainted-water|block-deep-tainted-water-ui
63345=pooled-cryofluid|block-pooled-cryofluid-ui

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@@ -0,0 +1,33 @@
#define HIGHP
//shades of cryofluid
#define S1 vec3(53.0, 83.0, 93.0) / 100.0
#define S2 vec3(68.0, 90.0, 97.0) / 100.0
#define NSCALE 100.0 / 2.0
uniform sampler2D u_texture;
uniform sampler2D u_noise;
uniform vec2 u_campos;
uniform vec2 u_resolution;
uniform float u_time;
varying vec2 v_texCoords;
void main(){
vec2 c = v_texCoords.xy;
vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
float btime = u_time / 5000.0;
float wave = abs(sin(coords.x * 1.1 + coords.y) + 0.1 * sin(2.5 * coords.x) + 0.15 * sin(3.0 * coords.y)) / 30.0;
float noise = wave + (texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.2, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(0.8, -1.0)).r) / 2.0;
vec4 color = texture2D(u_texture, c);
if(noise > 0.54 && noise < 0.57){
color.rgb = S2;
}else if (noise > 0.49 && noise < 0.62){
color.rgb = S1;
}
gl_FragColor = color;
}

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@@ -18,7 +18,7 @@ void main(){
vec2 c = v_texCoords.xy;
vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
float btime = u_time / 4000.0;
float btime = u_time / 5000.0;
float noise = (texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(0.8, -1.0)).r) / 2.0;
vec4 color = texture2D(u_texture, c);