Vacuum shader - #46038
Vacuum shader#46038insoPL wants to merge 12 commits into
Conversation
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I spot an issue with the wallmounted fire extinguisher in the preview image. I don't think this a very good idea because this feature does not work for the colourblind and it can result in important details lost for people who are not colourblind. EDIT: I realized this can be turned off with accessibility settings. That makes it fine actually if it stays optional. Also we used to have floor tiles being ripped up if a room was spaced which was an immediate obvious tell and is actually in-universe. Why don't we bring that back? I thought that was a great and fun feature. |
Could there be an optional accessability feature version that overlays a 20% hash/hatch pattern in a medium grey to convey the same information without relying on color saturation? Also, I would love the see the effect fade in once atmos pressure meets a threshold then intensify as the pressure approaches vacuum. |
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Exterior tiles should be desaturated too for consistency. |
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Im not a fan of this Spacing are one of the gameplay features, invisible death, causes you to take risk taking and just overall thinking I only see this being abused by "robust" players to just gain an advantage and trivializes the most common dangers of space stations, that normally you have to learn how to avoid. Also, the implementation isn't perfect. Overall i dont want this in the game |
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It's a bit crude but generally invisible hazards are not particularly fun, otherwise we wouldn't have firelock lights or pressure UI alerts. |
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What i meant by "invisible" doesn't mean it's undetectable So yea, undetectable hazards are not fun, not invisible Also, because ive seen it being pointed out before "Then why hot air has a shader and not space?" |
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what if instead of a vacuum shader, it was a cold shader, so you fix both cold air and spaced areas with some icy looking air or some snow or whatever. Unless we're about to have both a cold shader and a grey scale shader combine into some grey icey floor tiles |
we have thermal goggles for that and they are integrated in to gameplay |
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so the hot shader is only supposed to work with the thermal goggles when those are all good to go ? |
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Added serverside Cvar toggle for downstream |
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Personally, I feel like a warping shader (simillar to the heat one) would be cool if it was only as a room was being spaced, showing the air getting sucked out of a room, which can also provide some direction towards the pressure difference, but once the pressure's equalised the air warp effect would fade. probably a) out of scope of the pr, and b) would need a reduced motion accessablility option, but it'd allow people to see which way the spacing is coming from, and understand a bit better why a room is spaced |
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Even if the development team decides this change is unnecessary, consider making it just for ghosts. That's a really cool pull request! |
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Rimworld did a thing where based on the vacuum a kind of dusty-looking filter gets applied over rooms and tiles that are all or partially spaced. Its probably even easier for us since we already have atmos stuff coded. |
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@metalgearsloth It's ready for re review. I think I addressed everything. Thanks for feedback! |
About the PR
Adjustable shader that grays out spaced tiles. It's does not gray out space outside station.
Why / Balance
Mainly for new players. It's a warning against going into spaced areas.
Technical details
New shader. Similar to heat blur shader.
Test plan
Space few areas, preferably on actual station to check how colors look there.
I checked planet map and it was not gray.
Media
https://www.youtube.com/watch?v=HHZNkgiCqqM
Requirements
Breaking changes
Changelog
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