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Add water to dungeon automap #1879

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merged 4 commits into from
Aug 16, 2020
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petchema
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Looks better than expected, given how simple is the shader modification.

water3

The MR can be squashed, I attempted another approach first on this branch that doesn't need to stay around...

@@ -2002,10 +2002,11 @@ private void CreateDungeonGeometryForAutomap()
{
if (elem.name.Contains("DaggerfallDungeon"))
{
DFLocation.DungeonBlock[] blocks = GameManager.Instance.PlayerEnterExit.Dungeon.Summary.LocationData.Dungeon.Blocks;
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I had to base the automap on Summary.LocationData.Dungeon.Blocks instead of location.Dungeon.Blocks, because in the latter all block.WaterLevel are always 0.
Maybe I'm missing something.

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I think this is fine, even with SmallerDungeons enabled. The new dungeon layout is generated at a lower level and should be correct in this data at runtime.

@petchema
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Another screenshot of the MR in action...
water4
"now I remember why I didn't take that shortcut"

@Nystul-the-Magician
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wow this looks amazing! great work!

@petchema
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Glad you like it :)

@Interkarma Interkarma merged commit 077f21e into Interkarma:master Aug 16, 2020
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3 participants