[New Feature] Client-side shroud cloaking #997
nucspl
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Description:
I just thought about it, but what if non-neutral objects (player/AI base buildings and units) were cloaked/stealthed when fully concealed behind unexplored shrouds? This could alleviate the issue of translucent/transparent shroud .shps completely exposing enemy objects and make the game look somewhat nicer without complete black blots covering the screen, which if I recall correctly, is one of the reasons FoW is desired by the community. This would have to be client-side only by the way as this is purely visual, and I can't imagine this working server-side without desyncs.
Possible Implementation:
It should fall under
[AudioVisual]
, and I imagine that these shroud-cloaked objects would be whitelisted by name rather than inside their respective entries, so it should look something like this...Very rough, but could be expanded on if needed.
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