diff --git a/NewHorizons/Components/Stars/SunLightEffectsController.cs b/NewHorizons/Components/Stars/SunLightEffectsController.cs
index fe6c37415..b4c42d03c 100644
--- a/NewHorizons/Components/Stars/SunLightEffectsController.cs
+++ b/NewHorizons/Components/Stars/SunLightEffectsController.cs
@@ -201,7 +201,7 @@ private void ChangeActiveStar(StarController star)
transform.localPosition = Vector3.zero;
// Some effects use Locator.GetSunTransform so hopefully its fine to change it
- // Use the root transform of the star because that's the default behaviour, breaks SunProxy is not (potentially others)
+ // Use the root transform of the star because that's the default behaviour, breaks SunProxy if not (potentially others)
Locator._sunTransform = star.transform;
// TODO?: maybe also turn off star controller stuff (mainly proxy light) since idk if that can handle more than 1 being on
diff --git a/NewHorizons/Components/Volumes/WaterCloakFixerVolume.cs b/NewHorizons/Components/Volumes/WaterCloakFixerVolume.cs
index 06cbb8c9e..d74aaa898 100644
--- a/NewHorizons/Components/Volumes/WaterCloakFixerVolume.cs
+++ b/NewHorizons/Components/Volumes/WaterCloakFixerVolume.cs
@@ -2,11 +2,23 @@
namespace NewHorizons.Components.Volumes
{
+ ///
+ /// A cloak can interfere with the rendering of water
+ /// Water has a lower render queue and is transparent, so you can see the background black cloak over top of the water
+ /// We fix this by setting the water's render queue to that of the cloak
+ /// However, this means that when you are inside the water you will see through the cloak since it's not rendered on top
+ /// To fix that, we set the render queue back to normal when the player enters the water
+ /// Currently this doesnt nothing to fix probe camera pictures. If you are outside of the water, the probe will see the stars and through the cloak
+ /// Oh well
+ ///
internal class WaterCloakFixerVolume : MonoBehaviour
{
public Material material;
private OWTriggerVolume _volume;
+ public const int WATER_RENDER_QUEUE = 2990;
+ public const int CLOAK_RENDER_QUEUE = 3000;
+
public void Start()
{
_volume = GetComponent().GetOWTriggerVolume();
@@ -14,7 +26,7 @@ public void Start()
_volume.OnEntry += WaterCloakFixerVolume_OnEntry;
_volume.OnExit += WaterCloakFixerVolume_OnExit;
- material.renderQueue = 3000;
+ material.renderQueue = CLOAK_RENDER_QUEUE;
}
public void OnDestroy()
@@ -27,7 +39,7 @@ private void WaterCloakFixerVolume_OnEntry(GameObject hitObj)
{
if (hitObj.CompareTag("PlayerDetector"))
{
- material.renderQueue = 2990;
+ material.renderQueue = WATER_RENDER_QUEUE;
}
}
@@ -35,7 +47,7 @@ private void WaterCloakFixerVolume_OnExit(GameObject hitObj)
{
if (hitObj.CompareTag("PlayerDetector"))
{
- material.renderQueue = 3000;
+ material.renderQueue = CLOAK_RENDER_QUEUE;
}
}
}
diff --git a/NewHorizons/Handlers/PlayerSpawnHandler.cs b/NewHorizons/Handlers/PlayerSpawnHandler.cs
index d81a3cd6d..083eff3b1 100644
--- a/NewHorizons/Handlers/PlayerSpawnHandler.cs
+++ b/NewHorizons/Handlers/PlayerSpawnHandler.cs
@@ -48,7 +48,7 @@ public static void OnSystemReady(bool shouldWarpInFromShip, bool shouldWarpInFro
var cloak = GetDefaultSpawn()?.GetAttachedOWRigidbody()?.GetComponentInChildren();
if (cloak != null)
{
- // Ensures it has invoked everything and actually placed the player in the cloaking field
+ // Ensures it has invoked everything and actually placed the player in the cloaking field #671
cloak._firstUpdate = true;
}
}