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More contrast in thermals in dark places, hot things in thermals #1082
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More contrast in thermals in dark places, hot things in thermals #1082
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I think people mostly either are happy with the change or want to see it in action, so I'll mark this as ready for review |
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Dummy corpses and server-side corpses also do not have the fade out effect |
how do I into server side corpse |
I'm pretty sure these are just |
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@DESTROYGIRL I think dummy ragdolls are server ragdolls, so this should hopefully have fixed all your issues. Also I had a commit in neoassets that I forgot to push which fixed the name of a material to the one thats used here |
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interestingly enough bryson's review wasn't dismissed and the commit is showing up as being committed 2 months ago, probably because the commit was created 2 months ago and only now pushed? Seems like a serious vulnerability if I can create a commit before putting a pr up for review and then wait until I get 2 approvals before quickly pushing the local commit. Or maybe it just looks like that because brysons approvals aren't considered anymore |
I'm pretty sure it's the latter all his reviews are invalid now so I guess they don't get dismissed either |
You can test the server sided ragdolls if you get threadplate from NeotokyoRebuild/neoAssets#50 and suicide over the elevator |
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Dummy ragdolls worked but not server ragdolls. I got them to show by just copying what you did with C_ClientRagdoll::DrawModel and pasting it into C_ServerRagdoll in ragdoll.cpp
Edit: this will probably make every newly created ragdoll show in thermals though, so every ragdoll placed in the map or created via a template. They are used very rarely in nt maps as a whole so probably not an issue if they fade out before people spawn
blaberry
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Approving the design doc, read through the code, lgtm.
Masterkatze
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LGTM
Description
Changes in NeoAssets
Discord discussion
Change proposal document
Improves the contrast of thermals in darker areas by increasing the base brightness multiplier of thermals so darker colours match the original more closely, and then adding a brightness nerf threshold above which the brightness is toned down so that brighter areas still match the original more closely.
Gave trailparticles and simpleparticles a boolean which, when set to true, will draw those particles as white when using thermals so that they show up in thermals more. This is a novel feature and has some implications on gameplay, from adding more visual clutter to the screen when using thermals, to also improving a players situational awareness by making it easier to see where bullets are landing, highlighting environmental hazards like fire.
Player ragdolls, player gibs, grenade projectiles and weapons now also show up in thermals (the last already did when it was the active weapon of a player), ragdolls gibs and grenade projectiles cool down over time, weapon temperature falls when without an owner (on the floor), and grows to a threshold when carried by a player, increasing even further when fired. This is visible both on the weapon model, and on the world model (in the original this is only visible on the view model). The rate at which objects cool down is fixed for all entities that do so, set at 5 seconds per unit which closely resembles the rate at which corpses cool down in the original (though I only eyeballed this), a weapon that is as hot as possible due to continuous use would cool down fully in 7.5 seconds if then immediately dropped.
(for devs) the temperature field counterintuitively is hotter the lower its value, as this was originally just the lifetime of a player corpse, with a player corpse being colder the longer its lifetime. I may change this if it becomes a problem to understand.
Some notes about the shaders:
Linked Issues