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Implement "glow in the dark" TS animations #19131

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merged 7 commits into from
Mar 20, 2021

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@pchote pchote commented Feb 5, 2021

lights.mov

This PR implements the "bright" palette ranges that were hardcoded for infantry and certain building animations in TS, as well as fixing many small errors in the sequence definitions. Best tested on a relatively dark map like Sunstroke, and the map editor can be used to quickly place buildings and check animations in normal and damaged states (muzzle flashes need to be tested in a real game).

Most animations that use this feature contain a mix of bright and non-bright colours, which I handle by creating new player-nobright and player-nomuzzle palettes that blank out the bright ranges, and corresponding bright and muzzle palettes that blank out everything else. Actors then render the animation twice, once with the player-no* and then again with bright or muzzle together with IgnoreWorldTint: True. A small number of animations only use the bright colours, so only specify the -bright version.

I'm fairly confident that this covers all of the animations that we currently define because I started this process by modifying the CheckMissingSprites utility command to report all sprites that used the bright colours, and only crossed animations off the list after I had verified them working ingame.

Fixes #13046.
Depends on #19122.

There are two other issues that aren't strictly blockers, but would be nice to resolve first:

  • Rename WithIdleOverlay to WithOverlay and implement a proper WithIdleOverlay trait (including random Interval support) to properly implement the original refinery flame behaviour.
  • Remove the Cloak palette override and reimplement using alpha: the stealth generator has always broken a few animations (like the refinery flame animation), but now breaks many more.

@pchote pchote force-pushed the split-attack-palette branch 2 times, most recently from 0c6cd43 to 2176732 Compare February 5, 2021 22:29
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pchote commented Feb 5, 2021

Fixed those and the issues reported by the linter.

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pchote commented Feb 24, 2021

Rebased and ready for review.

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teinarss commented Mar 8, 2021

Mobile sensor array is missing its lighting animation when deployed.

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pchote commented Mar 13, 2021

Good spotting!

I'm fairly confident that this covers all of the animations that we currently define

It turns out that this animation was never defined, so wasn't flagged by my automated reporting. I added a new commit to fix this and also fix the graphical glitches on snow maps.

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pchote commented Mar 13, 2021

Rebased for good measure.

@reaperrr reaperrr merged commit 470bc4e into OpenRA:bleed Mar 20, 2021
@pchote pchote deleted the split-attack-palette branch April 8, 2021 21:06
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TS building light animations need to glow in the dark
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