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[Vanilla Enhancement] Enhance the laser, ebolt and rbeam drawing#1553

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CrimRecya merged 8 commits into
Phobos-developers:developfrom
CrimRecya:develop-VisualScatter
Apr 1, 2025
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[Vanilla Enhancement] Enhance the laser, ebolt and rbeam drawing#1553
CrimRecya merged 8 commits into
Phobos-developers:developfrom
CrimRecya:develop-VisualScatter

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@CrimRecya
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  • Fix the bug that laser, electric bolt and rad beam not support FlakScatter=true and Inaccurate=true projectiles.

  • You can now add a random offset to visual effect's (IsLaser=true, IsElectricBolt=true or IsRadBeam=true) target location if set VisualScatter to true.

In rulesmd.ini:

[AudioVisual]
VisualScatter.Min=0.03  ; floating point value, distance in cells
VisualScatter.Max=0.13  ; floating point value, distance in cells

[SOMEWEAPON]            ; WeaponType
VisualScatter=false     ; boolean

@CrimRecya CrimRecya added ❓New feature ❓Vanilla bug Vanilla game bugs that are requested to be fixed Needs testing ⚙️T1 T1 maintainer review is sufficient labels Mar 2, 2025
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github-actions Bot commented Mar 2, 2025

Nightly build for this pull request:

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@Coronia
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Coronia commented Mar 24, 2025

maybe it's better to let VisualScatter be defined by individual projectiles? Like how BallisticScatter did. Think there'll be a need for different beams to have different visual

@CrimRecya
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maybe it's better to let VisualScatter be defined by individual projectiles? Like how BallisticScatter did. Think there'll be a need for different beams to have different visual

Is there really a need for this? What I think is that a switch can already solve most situations, because those who need this function usually use reshader, just need the visual effect of a laser bullet. If using the original laser, I think usually only the fix is needed.

@CrimRecya CrimRecya merged commit 838c2e7 into Phobos-developers:develop Apr 1, 2025
@CrimRecya CrimRecya deleted the develop-VisualScatter branch April 1, 2025 05:04
Coronia pushed a commit that referenced this pull request May 23, 2026
…ed by #1553. (#2222)

Fix the bug caused by #1553 where the visual effect rendering ignores
`[BuildingType] -> TargetCoordOffset=`. Also strictly constrain the
condition to the scenario of `Inviso` && `FlakScatter` rather than
`Inviso` alone.
This change was added between DevBuild#46 and DevBuild#47, later than
Release v0.4, so no documentation changes are required.

In the previous commit (96c6550) before
merging #1553:
<img width="270" height="377" alt="image"
src="https://github.com/user-attachments/assets/2138628a-87f5-4b8e-b18f-c1860d7ce8d1"
/>

Latest development branch nightly:
<img width="271" height="361" alt="image"
src="https://github.com/user-attachments/assets/2762fbc1-09c5-47f0-ada1-4d13839731a6"
/>

This PR:
<img width="280" height="393" alt="image"
src="https://github.com/user-attachments/assets/cedf0bca-e75e-477c-b9ca-f2d71c1bc4ca"
/>
DeathFishAtEase added a commit that referenced this pull request May 24, 2026
Only add a check for `FlakScatter`, and change the scenario where #1553 judgment fails to making no changes.
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2 participants