RimWorld
Simple FX: Splashes
Показані результати 1–9 із 9
Оновлено: 5 трав. 2023 о 22:33

Updated language keys: Russian language submitted by LeonusDH.

Оновлено: 5 трав. 2023 о 22:05

v1.2.2
Technical update:
- The "optimize weather overlay" feature has been removed. After several months of discussion and research throughout the performance community on discord, I've concluded that this optimization was a wash due harmony overhead. It may be possible to accomplish with Prepatcher someday, but that's a story for later.
- The map ticker harmony patch has been retargeted to another method to reduce harmony overhead.

Оновлено: 3 берез. 2023 о 12:00

v1.2.1
- Compatibility fix for Save our Ship2

Оновлено: 1 берез. 2023 о 4:11

v1.2
- Optimized rewrite of how the cache is built to better work for modlists that interact with the terrain a lot (eg terraforming or dynamic ice).
- The surface that are considered hard enough for raindrops to splash upon are no longer hardcoded and now XML exposed via mod extensions. Authors of unusual terrain types, where the usual rulesets were not working, can now use these extensions if they'd like.

Оновлено: 25 груд. 2022 о 23:25

Update to no longer use obsolete method

Оновлено: 26 листоп. 2022 о 8:07

Update
- Fixes splashes happening during snow weather
- Minor optimizations and code maintenance

Оновлено: 21 листоп. 2022 о 19:55

Update
- Normally a splash fx will happen even if it's offscreen. I had looked into preventing this, but the cost of doing so outweighed what it takes to generate a splash. But, while updating my other mod Toggleable Overlays, I learned of an ultra-fast way to calculate this, and applied it here. In a typical scenario this may allow the mod to run about twice as fast, or upwards to 4x faster if you're looking at a spot where there's no hard surfaces.

Оновлено: 20 листоп. 2022 о 17:05

NRE fix related to the archonexus restart. May also fix some other unusual, edge cases.

Оновлено: 16 листоп. 2022 о 5:12

Hoot hoot