petri wrote:Skuggasveinn wrote:Material names that can be assigned shaders (like ocean_water) seems to be hardcoded (like water_surface_calm), simply cloning the material with another name messes the ocean_water shader up.
Keeping the original name works but overwrites the default assets, if for some reason materials need to be hardcoded perhaps (and I don't know anything about shaders mind you) include names that modders can use like water_surface_custom_1 , 2 and 3 etc.
Unfortunately the realm of shaders is unaccessible to mods, because they are quite platform dependent. We have tried to setup things so that mods work on Windows and other platforms without changes. Therefore some special materials with names "ocean_water", "water_surface_calm", "water_surface_underwater" are updated by the game engine and can't be accessed by mods.
I think Skuggasveinn's complaint is that other materials with the "ocean_water" shader (also "water_underwater", "portal", "stars", and "sky", if I remember correctly) don't get updated this way. Changing that wouldn't cause any problems, since it's still the same shader, right?
Bug that I don't see on the list: PartyComponent.onTurn() doesn't get called for turns made with free-look.
I see that other people are posting feature requests here, so I will go ahead and add mine. But these are not bugs to be fixed by any stretch of the imagination. In descending order of how much I would value them:
- PartyComponent:setSpeed(number) method, to change the speed of movement and turning.
- PartyComponent:move(direction) and PartyComponent:turn(direction) methods that work as if the player pressed the movement/turning keys (for making custom party controls).
- The shader change mentioned above.
- Support for the "offset" property in CameraComponent, and a way to set the FOV of a CameraComponent after creation.
- I have seen a lot of scripting problems where a Component:getName() method and/or a way of iterating through all a GameObject's components would be very useful.
- FirearmAttackComponent.onHitMonster() seems like it should exist, since it does for other attacks, but there are easy workarounds.
- ExitComponent:setDirection() and ExitComponent:setTeleportTarget(), to match StairsComponent.
Isaac wrote:Is this related to why the animated water surface mesh is always set/fixed to [slightly below] zero floor elevation? It's more of a feature request than bug, but is it possible in the engine to move the water level ~that's safe for all platforms, and render settings?
Huh? I have had no problem moving the water surface mesh. Just change the offset on the WaterSurfaceMeshComponent, and change the PlaneY on the WaterSurfaceComponent to match (so that the reflection is in the right place).
Or do you mean how the elevation at which the party is considered "underwater" in an underater tile is fixed?