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Allow HourglassTwins marker type without invoking the FocalPoint machinery #847
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That is different. He is talking about the map markers that show the name of the object. new-horizons/NewHorizons/Builder/General/MarkerBuilder.cs Lines 18 to 39 in e0a2855
The display distances for the markers depend on the type switch (_markerType)
{
case MarkerType.Planet:
case MarkerType.Ship:
case MarkerType.Probe:
_maxDisplayDistance = 50000f;
break;
case MarkerType.HourglassTwins:
_maxDisplayDistance = 50000f;
_minDisplayDistance = 5000f;
break;
case MarkerType.ShipLog:
_maxDisplayDistance = 50000f;
_disableMapMarker = true;
break;
case MarkerType.Sun:
_maxDisplayDistance = 1E+10f;
case MarkerType.Moon:
default:
_maxDisplayDistance = 5000f;
break;
case MarkerType.Player:
_maxDisplayDistance = 0f;
break;
} |
@MegaPiggy is correct about what I'm wanting. Name markers clash and create visual noise much more readily than orbit lines. Also, the behavior of |
## Major features - Updated to work with Patch 15 (fixed game libs + game over text issue) (thanks Jeff from Mobius for pointing that one out!) ## Minor features - New slide reel options. `reelModel` and `reelCondition` parameters for slide reel mesh and material. (#811) - Models: 6-slided, 7-slided, 8-slided, and Whole (7-slided but connected like 8-slided). - Conditions: Antique (Stranger), Pristine (Dreamworld), Rusted (Burnt) - `rotate` parameter added to slide info. Rotates the slide reel item while inside a projector. - Added map marker module with display distance overrides (#847) ## Improvements - Relative spawning when warping with vessel just like vanilla - No more wake up effects for vessel warping - Map mode icon setting changes now work when updating an existing planet. Fixes #875 ## Bug fixes - Fixed nomai lamps on custom vessel looking like they are off - Fixed broken black and white holes on custom vessel - Fixed vessel coordinate orb not unlocking on start - Dialogue replacement can no longer replace dialogue on other planets than the one the config file is for. - Fix seeing solar system before opening your eyes if there was conditional object activation being used - Fix getting stuck in chair when warping back from NH Examples - Fix seeing solar system for one frame when going to the Eye
Feature
It is my understanding that MarkerType.HourglassTwins is what allows the marker to disappear when viewed up close in the map. This would be useful for any named cluster of objects where the individual markers would clash when viewed from afar. However, currently the only code path in New Horizons that sets this checks for the FocalPoint configuration, and this configuration also overrides the gravity settings of the body it's applied to and the orbit settings of the bodies referenced as primary and secondary.
Context
Consider the following example. It would not be possible to rework "Equilateral Trinary" to use FocalPoint, since the gravity would be too small and none of the bodies are 180 degrees apart. I would like to be able to add a configuration to "Equilateral Trinary" which results in its map marker popping out at the same time that the map markers for the individual bodies pop in.
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