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.
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66 changed files with 36 additions and 90 deletions
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@ -4,12 +4,12 @@
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#define PI 3.14159265
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vec4 ProcessLight( vec4 color )
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{
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float bright = getTexel(vTexCoord.st).a;
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float bright = texture(brighttex,vTexCoord.st).x;
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float glow = (1.0+sin(timer*2*PI))*0.25;
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return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a);
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}
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vec4 ProcessTexel()
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{
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return vec4(getTexel(vTexCoord.st).rgb,1.0);
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return getTexel(vTexCoord.st);
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}
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@ -2,7 +2,7 @@
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#define PI 3.14159265
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vec4 ProcessLight( vec4 color )
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{
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float glow = (1.0+sin(timer*4*PI))*0.25;
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float glow = (1.0+sin(timer*2*PI))*0.25;
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return vec4(min(color.rgb+vec3(glow),1.0),color.a);
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}
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