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It's fixed.
@Chigagad
Ah, I see. maybe someday this mod will support mask rotation, so I'll fix it when that happens. It could be when version 1.7 is released though.
The root cause is unknown, but for now, I added some null checks. Hopefully, this will solve the problem.
https://gist.github.com/HugsLibRecordKeeper/7df70ddec7c322e51ad0a269f5c5db25
You can create a mask image and put it in the folder, and the mod will recognize it.
Due to my lack of technical skills when I first created this, the mask images are four separate images, but with my current skills, I should be able to rotate a single image and achieve what you are suggesting.
The problem is that there are derivative mods now, so I have to consider backward compatibility... Well, I'll think about it.
I checked just now and did not see any such problem. Does the problem still exist? It may have disappeared due to the large-scale code changes that were made.
The basic information of the blended terrain has been changed back to that of the cover terrain. And since I found a problem with the floor paint, I fixed that too.
I hope this time there won't be a shortage of tests.
Fixed
Which terrain combinations cause visual bugs?
The terrain blending method has been revised to accommodate cases where the base terrain and cover terrain have different shaders. Blend versions of all terrain shaders in vanilla are now available, resulting in a more natural appearance than before.
Also, unless texture compression is turned off, flickering of pixels at the edges of tiles has been almost completely eliminated.
Man-made tiles are also polluted, but this may be because some shaders do not have corresponding blend shaders written for them. I'll deal with it.
Should be fixed now
I plan to change the conditions under which the shape selection menu appears in an update, but the slanted bridge probably doesn't look the way you want it to.
You need to draw a slanted bridge texture.
Just thought, this mod uses the sharp diagonal mask image in NANAME Floors, right? NANAME Floors automatically recognizes mask images in the folder, and mask images accurately recognize alpha channel. Wouldn't it have been better to prepare a faded diagonal texture and use that?
1.6 will be supported sometime soon.
imagine if you could write a worldgen mod that automatically smoothes out sand -> water transitions! that would be incredible, since those seem to look the blockiest.
I tried to get it to work (locally) with the TerraIn mod, but terrains have a tendency to “bleed” into the surroundings, so it was difficult to get the clean mix that was desired.
Nope, you always have a choice of orientation.
Added 1.4 compatibility