More branch merging
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@@ -6,6 +6,7 @@ import arc.util.*;
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import arc.util.serialization.*;
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import arc.util.serialization.Json.*;
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import mindustry.content.*;
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import mindustry.graphics.g3d.*;
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import mindustry.io.*;
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import mindustry.type.*;
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import mindustry.type.Weather.*;
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@@ -117,8 +118,22 @@ public class Rules{
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public @Nullable String modeName;
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/** Whether cores incinerate items when full, just like in the campaign. */
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public boolean coreIncinerates = false;
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/** If false, borders fade out into darkness. Only use with custom backgrounds!*/
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public boolean borderDarkness = true;
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/** special tags for additional info. */
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public StringMap tags = new StringMap();
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/** Name of callback to call for background rendering in mods; see Renderer#addCustomBackground. Runs last. */
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public @Nullable String customBackgroundCallback;
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/** path to background texture with extension (e.g. "sprites/space.png")*/
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public @Nullable String backgroundTexture;
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/** background texture move speed scaling - bigger numbers mean slower movement. 0 to disable. */
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public float backgroundSpeed = 27000f;
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/** background texture scaling factor */
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public float backgroundScl = 1f;
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/** background UV offsets */
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public float backgroundOffsetX = 0.1f, backgroundOffsetY = 0.1f;
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/** Parameters for planet rendered in the background. Cannot be changed once a map is loaded. */
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public @Nullable PlanetParams planetBackground;
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/** Copies this ruleset exactly. Not efficient at all, do not use often. */
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public Rules copy(){
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@@ -140,6 +155,10 @@ public class Rules{
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}
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}
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public boolean hasEnv(int env){
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return (environment & env) != 0;
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}
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public float unitBuildSpeed(Team team){
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return unitBuildSpeedMultiplier * teams.get(team).unitBuildSpeedMultiplier;
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}
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@@ -82,10 +82,11 @@ public class Universe{
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}
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}
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if(state.hasSector()){
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if(state.hasSector() && state.getSector().planet.updateLighting){
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var planet = state.getSector().planet;
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//update sector light
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float light = state.getSector().getLight();
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float alpha = Mathf.clamp(Mathf.map(light, 0f, 0.8f, 0.3f, 1f));
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float alpha = Mathf.clamp(Mathf.map(light, planet.lightSrcFrom, planet.lightSrcTo, planet.lightDstFrom, planet.lightDstTo));
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//assign and map so darkness is not 100% dark
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state.rules.ambientLight.a = 1f - alpha;
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