[Vanilla Enhancement] Enhance the laser, ebolt and rbeam drawing#1553
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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. |
…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" />
Only add a check for `FlakScatter`, and change the scenario where #1553 judgment fails to making no changes.
FlakScatter=trueandInaccurate=trueprojectiles.IsLaser=true,IsElectricBolt=trueorIsRadBeam=true) target location if setVisualScatterto true.In
rulesmd.ini: