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Inline Patterns !! (and also a small little pattern rendering rework) #708
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…ires and organs everywhere. Moved pattern color settings out of general render settings. moved cooler render lib stuff out of wall scroll renderer. Added lighting support-ish for non-static renderer with a hacky workaround. Hooked worldly renderers up to new render system, seem to mostly work. Bunch of other little progress on render rework stuff
…ed back together with some more settings, but many quirks still. lots of messy code.
…depth buffer? add texture resargs
…ats, not going super well
… z fighting overlay issues
…rmals and whatnot
…scaling stuff since it was barely being used still
merge main back into inlinepatterns
next inline version has some breaking changes i'd like to push in before this gets merged. can still be reviewed, all the big pattern rendering things aren't gonna change. |
see #764 |
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This adds inline as a dependency and changes the pattern iota display to render the pattern visually rather than
HexPattern(dir, angles)
. It also adds some Inline bits to entity iotas (currently only player heads are enabled because inline's serialization seems mildly broken but that's a future issue !)Instead of re-implementing/copying all of the pattern rendering bits that i'd need for this though, i spent some time cleaning up and re-organizing the existing pattern rendering system. Although this is more of an additional system that helps with pattern rendering rather than a rewrite of the core RenderLib code. You can read the details of it here.
Some benefits of this new system:
PatternRenderer
so you don't have to Choose which one to use, or do anything different to use the other, besides changing settings.Some other fun changes:
Some images:
Texture renderer vs dynamic (they are almost identical lol):