Merge branches '6.0' and 'splinterface-impl' of https://github.com/Anuken/Mindustry into splinterface-impl

# Conflicts:
#	core/assets/sprites/block_colors.png
#	core/assets/sprites/sprites.atlas
#	core/assets/sprites/sprites.png
#	core/assets/sprites/sprites3.png
#	core/assets/sprites/sprites5.png
#	core/src/mindustry/Vars.java
#	core/src/mindustry/entities/traits/SaveTrait.java
#	core/src/mindustry/maps/generators/MapGenerator.java
#	core/src/mindustry/ui/dialogs/DeployDialog.java
#	core/src/mindustry/world/blocks/Floor.java
#	desktop/src/mindustry/desktop/DesktopLauncher.java
#	gradle.properties
This commit is contained in:
Anuken
2020-02-04 12:25:18 -05:00
82 changed files with 1708 additions and 502 deletions
+4
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@@ -394,6 +394,8 @@ toolmode.drawteams.description = Draw teams instead of blocks.
filters.empty = [lightgray]No filters! Add one with the button below.
filter.distort = Distort
filter.noise = Noise
filter.enemyspawn = Enemy Spawn Select
filter.corespawn = Core Select
filter.median = Median
filter.oremedian = Ore Median
filter.blend = Blend
@@ -413,6 +415,7 @@ filter.option.circle-scale = Circle Scale
filter.option.octaves = Octaves
filter.option.falloff = Falloff
filter.option.angle = Angle
filter.option.amount = Amount
filter.option.block = Block
filter.option.floor = Floor
filter.option.flooronto = Target Floor
@@ -850,6 +853,7 @@ liquid.temperature = [lightgray]Temperature: {0}
block.sand-boulder.name = Sand Boulder
block.grass.name = Grass
block.slag.name = Slag
block.salt.name = Salt
block.saltrocks.name = Salt Rocks
block.pebbles.name = Pebbles
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+9
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@@ -0,0 +1,9 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_col;
void main(){
gl_FragColor = v_col;
}
+18
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@@ -0,0 +1,18 @@
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec4 a_color;
uniform mat4 u_projModelView;
varying vec4 v_col;
const vec3 ambientColor = vec3(1.0);
const vec3 ambientDir = normalize(vec3(1.0, 1.0, 1.0));
const vec3 diffuse = vec3(0.5);
const vec3 v1 = vec3(1.0, 0.0, 1.0);
const vec3 v2 = vec3(1.0, 0.5, 0.0);
void main(){
vec3 norc = ambientColor * clamp((dot(a_normal, ambientDir) + 1.0) / 2.0, 0.0, 1.0);
v_col = a_color * vec4(norc, 1.0);
gl_Position = u_projModelView * a_position;
}
+86
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@@ -0,0 +1,86 @@
#ifdef GL_ES
precision highp float;
precision mediump int;
#endif
//shade 1 + 2
#define s2 vec3(100.0, 93.0, 49.0) / 100.0
#define s1 vec3(100.0, 60.0, 25.0) / 100.0
uniform sampler2D u_texture;
uniform vec2 camerapos;
uniform vec2 screensize;
uniform float time;
varying vec4 v_color;
varying vec2 v_texCoord;
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
void main(){
vec2 c = v_texCoord.xy;
vec4 color = texture2D(u_texture, c);
vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y);
vec2 coords = c / v + camerapos;
float stime = time / 5.0;
float mscl = 30.0;
float mth = 5.0;
//if there's something actually there
if(color.r > 0.01){
vec4 old = color;
color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)) * vec4(0.9, 0.9, 1, 1.0);
if(color.r < 0.01){
color = old;
}
const float bs = 1.1;
float n1 = snoise(coords / (30.0 * bs) + vec2(time) / 280.0);
float n2 = snoise((coords + vec2(632.0)) / (14.0 * bs) + vec2(0.0, -time) / 290.0);
float n3 = snoise((coords + vec2(2233.0)) / (25.0 * bs) + vec2(time, 0.0) / 380.0);
float r = (n1 + n2 + n3) / 3.0;
if(r < -0.5){
color = vec4(s2, color.a);
}else if(r < -0.2){
color = vec4(s1, color.a);
}
}
gl_FragColor = color;
}
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