The alpha cutoff of partially damaged structures is clamped above 0.2. Now the damage effect is always visible on walls that have received any damage.
This commit is contained in:
@@ -146,15 +146,15 @@ namespace Barotrauma
|
||||
{
|
||||
if (damageEffect != null)
|
||||
{
|
||||
float newCutoff = Math.Min((sections[i].damage / prefab.Health), 0.65f);
|
||||
float newCutoff = sections[i].damage > 0 ?
|
||||
MathHelper.Lerp(0.2f, 0.65f, sections[i].damage / prefab.Health) : 0.0f;
|
||||
|
||||
if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f || color != Submarine.DamageEffectColor)
|
||||
{
|
||||
damageEffect.Parameters["aCutoff"].SetValue(newCutoff);
|
||||
damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f);
|
||||
damageEffect.Parameters["inColor"].SetValue(color.ToVector4());
|
||||
|
||||
|
||||
|
||||
damageEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
Submarine.DamageEffectCutoff = newCutoff;
|
||||
|
||||
Reference in New Issue
Block a user