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* rewrite again
* Improvements & customization options to shadow scaling plus docs
* exponentially shrink the shadow with Pade 2/2
should be smarter than WW's LUTs
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Co-authored-by: chaserli <914137150@qq.com>
Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -688,11 +688,30 @@ NoWobbles=false ; boolean
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### Voxel body multi-section shadows
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- It is also now possible for vehicles and aircraft to display shadows for multiple sections of the voxel body at once, instead of just one section specified by `ShadowIndex`, by specifying the section indices in `ShadowIndices` (which defaults to `ShadowIndex`) in unit's `artmd.ini` entry.
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-`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize which frame of the HVA animation for the section from `ShadowIndex` and `ShadowIndices` is used to display the shadow, respectively. -1 is special value which means currently shown frame is used, and `ShadowIndices.Frame` defaults to this.
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In `artmd.ini`:
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```ini
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[SOMETECHNO]; TechnoType
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ShadowIndices= ; list of integers (voxel section indices)
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[SOMETECHNO]; TechnoType
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ShadowIndices= ; list of integers (voxel section indices)
ShadowIndices.Frame= ; list of integers (HVA animation frame indices)
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```
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### Voxel shadow scaling in air
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- It is now possible to adjust how voxel air units (`VehicleType` & `AircraftType`) shadows scale in air. By default the shadows scale by `AirShadowBaseScale` (defaults to 0.5) amount if unit is `ConsideredAircraft=true`.
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- If `HeightShadowScaling=true`, the shadow is scaled by amount that is determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight / ShadowSizeCharacteristicHeight), HeightShadowScaling.MinScale)`, where `currentHeight` is unit's current height in leptons, `ShadowSizeCharacteristicHeight` overrideable value that defaults to the maximum cruise height (`JumpjetHeight`, `FlightLevel` etc) and `HeightShadowScaling.MinScale` sets a floor for the scale.
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In `rulesmd.ini`:
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```ini
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[AudioVisual]
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AirShadowBaseScale=0.5 ; floating point value
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HeightShadowScaling=false ; boolean
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HeightShadowScaling.MinScale=0.0 ; floating point value
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[SOMETECHNO]; TechnoType
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ShadowSizeCharacteristicHeight= ; integer, height in leptons
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```
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### Forbid parallel AI queues
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### Voxel turret shadow
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- Vehicle voxel turrets can now draw shadows if `[AudioVisual]` -> `DrawTurretShadow` is set to true. This can be overridden per VehicleType by setting `TurretShadow` in the vehicle's `artmd.ini` section.
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- If you don't want to render the body's shadow at all, set `ShadowIndex` to an invalid number.
Copy file name to clipboardExpand all lines: docs/Whats-New.md
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- TechnoType conversion on ownership change (by Trsdy)
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- Unlimited skirmish colors (by Morton)
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- Example custom locomotor that circles around the target (*NOTE: For developer use only*) (by Kerbiter, CCHyper, with help from Otamaa; based on earlier experiment by CnCVK)
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