Bugfixes / Font changed / Zone tweaks

This commit is contained in:
Anuken
2019-03-08 19:07:23 -05:00
parent 3776b99c39
commit 64533de597
47 changed files with 1401 additions and 1482 deletions
+2 -5
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@@ -278,14 +278,9 @@ zone.groundZero.name = Ground Zero
zone.craters.name = The Craters
zone.frozenForest.name = Frozen Forest
zone.ruinousShores.name = Ruinous Shores
zone.crags.name = Crags
zone.stainedMountains.name = Stained Mountains
zone.impact0079.name = Impact 0079
zone.desolateRift.name = Desolate Rift
zone.arcticDesert.name = Arctic Desert
zone.dryWastes.name = Dry Wastes
zone.nuclearComplex.name = Nuclear Production Complex
zone.moltenFault.name = Molten Fault
settings.language = Language
settings.reset = Reset to Defaults
@@ -656,6 +651,7 @@ block.phantom-factory.name = Phantom Drone Factory
block.wraith-factory.name = Wraith Fighter Factory
block.ghoul-factory.name = Ghoul Bomber Factory
block.dagger-factory.name = Dagger Mech Factory
block.crawler-factory.name = Crawler Mech Factory
block.titan-factory.name = Titan Mech Factory
block.fortress-factory.name = Fortress Mech Factory
block.revenant-factory.name = Revenant Fighter Factory
@@ -812,6 +808,7 @@ block.wraith-factory.description = Produces fast, hit-and-run interceptor units.
block.ghoul-factory.description = Produces heavy carpet bombers.
block.dagger-factory.description = Produces basic ground units.
block.titan-factory.description = Produces advanced, armored ground units.
block.fortress-factory.description = Produces heavy artillery ground units.
block.revenant-factory.description = Produces heavy laser air units.
block.repair-point.description = Continuously heals the closest damaged unit in its vicinity.
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-2
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@@ -5,8 +5,6 @@ precision mediump int;
uniform sampler2D u_texture;
const float round = 0.01;
varying vec4 v_color;
varying vec2 v_texCoord;
+1 -5
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@@ -18,10 +18,6 @@ uniform vec2 u_offset;
varying vec4 v_color;
varying vec2 v_texCoord;
float round(float f){
return float(int(f));
}
void main() {
vec2 T = v_texCoord.xy;
@@ -41,7 +37,7 @@ void main() {
}else{
if(color.a > 0.1){
if(mod(coords.x / u_dp + coords.y / u_dp + sin(round(coords.x / u_dp) / 5.0) * 3.0 + sin(round(coords.y / u_dp) / 5.0) * 3.0 + u_time / 4.0, 10.0) < 2.0){
if(mod(coords.x / u_dp + coords.y / u_dp + sin(floor(coords.x / u_dp) / 5.0) * 3.0 + sin(floor(coords.y / u_dp) / 5.0) * 3.0 + u_time / 4.0, 10.0) < 2.0){
color *= 1.65;
}
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