Add option to give Redeemer lowest selection priority so it's not autoselected when out of ammo on other weapons (enabled by default).

Switch ambientglow+brightmap shader to actually use brightmap textures directly. This bumps the version requirement to 3.5.0 and makes it sorta-possible to play with software rendering without seeing "invisible pickup models".
Re-ran all textures through optipng.
All add-ons have been updated accordingly.
This commit is contained in:
Marisa the Magician 2018-08-13 15:54:45 +02:00
commit d763744234
66 changed files with 36 additions and 90 deletions

View file

@ -4,12 +4,12 @@
#define PI 3.14159265
vec4 ProcessLight( vec4 color )
{
float bright = getTexel(vTexCoord.st).a;
float bright = texture(brighttex,vTexCoord.st).x;
float glow = (1.0+sin(timer*2*PI))*0.25;
return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a);
}
vec4 ProcessTexel()
{
return vec4(getTexel(vTexCoord.st).rgb,1.0);
return getTexel(vTexCoord.st);
}

View file

@ -2,7 +2,7 @@
#define PI 3.14159265
vec4 ProcessLight( vec4 color )
{
float glow = (1.0+sin(timer*4*PI))*0.25;
float glow = (1.0+sin(timer*2*PI))*0.25;
return vec4(min(color.rgb+vec3(glow),1.0),color.a);
}