RimWorld
Simple FX: Smoke
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Aggiornamento: 27 ott 2021, 20:58

Big update
With code contributions from Mlie, the following improvements have been added:
- The smoke fx now visually respects the current wind speed (a value that is already used by wind turbines, for example).
- The wind direction occasionally shifts from time to time, and the blown direction of the fx will show this.
- The XML now supports rotation offsets, to better support buildings with tricky graphics when they're rotated around.
- The XML now supports an idleAlt node, which allows an alternative fleck graphic to be used when a building is sitting idle, whereas a different graphic can be used when the building is actually being used.

Aggiornamento: 18 set 2021, 3:05

- A whole gambit of micro-optimizations made here n' there. Each one doesn't amount to much, but combined resulted in about a 20% performance gain, moreso for multi-map campaigns.
- A new tag has been added: indoorAlt. Buildings that use this tag will use an alternative smoke fx if indoors. The brazier was updated to use this so that its smoke fx is more subdued while indoors.
- [Technical] particleType has been replaced with fleckDef. This node is now a direct def reference, so any 3rd party mods that wish to use this can now use their own custom FX.

Aggiornamento: 6 set 2021, 11:13

- Added Erazil's patch for Tribal Signal Fire
- Removed the patch for Simple Chains: Steel because this is now handled on SC: Steel's side via in-line patching, which is a lil' more elegant.

Aggiornamento: 4 set 2021, 14:11

Should fix the issue with clumping smoke.

Aggiornamento: 4 set 2021, 14:03

Reverting to previous version until the reported bugs can be sorted out.

Aggiornamento: 3 set 2021, 18:47

Another big round of performance optimizations. For the tech minded out there, the following has changed:
- No longer does this mod require changing a buildings' tick rate. Buildings can remain in their normal rare tick rate, as this mod uses a map component + registry to handle its processing.
- Some math has been cached upon a building's initialization, so it doesn't need to be recalculated constantly.
- Removed some overhead on the XML patch operations.

Aggiornamento: 17 ago 2021, 9:53

VE - Medieval support added (the smoker)

Aggiornamento: 16 ago 2021, 15:28

- Added loadAfter data to about.xml, for load order instructions.

Aggiornamento: 14 ago 2021, 12:32

- Cleaned up patches a bit.

Aggiornamento: 14 ago 2021, 9:44

- Added all the patches from botaxalim's old patch pack
- Micro code optimization