Attempt at fixing mediump precision issues
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@@ -45,6 +45,7 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
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//debug GL information
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Log.info("[GL] Version: @", graphics.getGLVersion());
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Log.info("[GL] Max texture size: @", Gl.getInt(Gl.maxTextureSize));
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Log.info("[GL] Max vert/frag shader FP precision: @ / @", Gl.getShaderPrecision(Gl.vertexShader, Gl.highFloat), Gl.getShaderPrecision(Gl.fragmentShader, Gl.highFloat));
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Log.info("[GL] Using @ context.", gl30 != null ? "OpenGL 3" : "OpenGL 2");
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Log.info("[JAVA] Version: @", System.getProperty("java.version"));
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@@ -1330,7 +1330,7 @@ public class Blocks implements ContentList{
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//region storage
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coreShard = new CoreBlock("core-shard"){{
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requirements(Category.effect, BuildVisibility.editorOnly, with(Items.copper, 2000, Items.lead, 1000));
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requirements(Category.effect, BuildVisibility.editorOnly, with(Items.copper, 1500, Items.lead, 1000));
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alwaysUnlocked = true;
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unitType = UnitTypes.alpha;
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@@ -202,7 +202,6 @@ public class UnitType extends UnlockableContent{
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stats.add(Stat.itemCapacity, itemCapacity);
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stats.add(Stat.range, (int)(maxRange / tilesize), StatUnit.blocks);
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stats.add(Stat.commandLimit, commandLimit);
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//TODO abilities, maybe try something like DPS
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if(abilities.any()){
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var unique = new ObjectSet<String>();
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@@ -249,7 +248,7 @@ public class UnitType extends UnlockableContent{
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singleTarget = weapons.size <= 1;
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if(itemCapacity < 0){
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itemCapacity = Math.max(Mathf.round(hitSize * 4, 10), 10);
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itemCapacity = Math.max(Mathf.round((int)(hitSize * 4.3), 10), 10);
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}
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//set up default range
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@@ -412,7 +412,7 @@ public class SettingsMenuDialog extends SettingsDialog{
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}
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});
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graphics.checkPref("linear", !mobile, b -> {
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graphics.checkPref("linear", true, b -> {
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for(Texture tex : Core.atlas.getTextures()){
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TextureFilter filter = b ? TextureFilter.linear : TextureFilter.nearest;
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tex.setFilter(filter, filter);
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