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Address Feedback
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parent
074f2602c1
commit
eed8dd0646
7 changed files with 6 additions and 41 deletions
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@ -2,7 +2,7 @@ namespace OpenTS2.Content.DBPF
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{
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public struct PoolEntry
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{
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public int Unknown1;
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public int Id;
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public float XPos;
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public float YPos;
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public int Level;
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@ -6,12 +6,11 @@ namespace OpenTS2.Content.DBPF
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{
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public string Value;
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public ushort Id;
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public ushort Unknown1;
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public ushort Unknown2;
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public uint Unknown;
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public override string ToString()
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{
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return $"{Value}: {Id} ({Unknown1} {Unknown2})";
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return $"{Value}: {Id} ({Unknown})";
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}
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}
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@ -40,7 +40,7 @@ namespace OpenTS2.Files.Formats.DBPF
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{
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entries[i] = new PoolEntry()
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{
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Unknown1 = reader.ReadInt32(),
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Id = reader.ReadInt32(),
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XPos = reader.ReadFloat(),
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YPos = reader.ReadFloat(),
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Level = reader.ReadInt32(),
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@ -49,8 +49,7 @@ namespace OpenTS2.Files.Formats.DBPF
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{
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Value = reader.ReadVariableLengthPascalString(),
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Id = reader.ReadUInt16(),
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Unknown1 = reader.ReadUInt16(),
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Unknown2 = reader.ReadUInt16()
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Unknown = reader.ReadUInt32()
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};
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}
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@ -97,12 +97,7 @@ namespace OpenTS2.Rendering.Materials
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}
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}
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float alpha = alphaMul * untexturedAlpha;
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if (alpha != 1)
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{
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material.SetFloat(AlphaMultiplier, alpha);
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}
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material.SetFloat(AlphaMultiplier, alphaMul * untexturedAlpha);
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if (bumpMapEnabled && bumpMapTexture != null)
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{
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@ -68,25 +68,6 @@ namespace OpenTS2.Scenes.Lot
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_indexBuilder.Add(baseVertex + c);
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}
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public void AddWindingRect(int baseVert)
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{
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_indexBuilder.Add(baseVert);
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_indexBuilder.Add(baseVert + 1);
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_indexBuilder.Add(baseVert + 4);
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_indexBuilder.Add(baseVert + 1);
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_indexBuilder.Add(baseVert + 2);
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_indexBuilder.Add(baseVert + 4);
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_indexBuilder.Add(baseVert + 2);
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_indexBuilder.Add(baseVert + 3);
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_indexBuilder.Add(baseVert + 4);
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_indexBuilder.Add(baseVert + 3);
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_indexBuilder.Add(baseVert);
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_indexBuilder.Add(baseVert + 4);
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}
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public void Clear()
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{
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_vertexBuilder.Clear();
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@ -38,15 +38,6 @@ Shader "OpenTS2/StandardMaterial/Wall"
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float4 _DiffuseCoefficient;
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float4 _InvLotSize;
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struct VertInput
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{
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float2 texcoord_MainTex : TEXCOORD1;
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float2 texcoord_WallsDownTex : TEXCOORD2;
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float4 vertex;
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float4 tangent;
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float3 normal;
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};
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struct Input
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{
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float2 uv_MainTex;
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