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Night vision goggles now have night vision. #6112

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merged 16 commits into from
Feb 25, 2021
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MaxIsJoe
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@MaxIsJoe MaxIsJoe commented Feb 24, 2021

Purpose

Adds functionality to night vision goggles. They will now allow players to see a bit clearer in the dark.

image

Changelog:

CL: Created a Night Vision Goggle script that enables the night vision shader and makes player vision a bit clearer in the dark.

  • Added a reference to the Minimal Visibility Sprite game object in CameraEffectsControl.cs
  • AdjustPlayerVisibility(Vector3 newSize) function has been added to adjust the player's vision in the dark.

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MaxIsJoe commented Feb 24, 2021

Unity reports "NetworkConnection, TargetRPC, TargetRPCAttribute cannot be found".

What did we miss when making the changes?

MaxIsJoe and others added 2 commits February 24, 2021 18:15
Co-Authored-By: ThatDan123 <56727168+ThatDan123@users.noreply.github.com>
Co-Authored-By: ThatDan123 <56727168+ThatDan123@users.noreply.github.com>
@corp-0 corp-0 added the Status: DNM "Do Not Merge". Don't merge this Pull Request, as changes where requor further additions are needed. label Feb 24, 2021
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corp-0 commented Feb 24, 2021

Last I knew this is still wip, added DNM until it is tested and ready to merge.

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Last I knew this is still wip, added DNM until it is tested and ready to merge.

Like I said on discord, I'm waiting for Dan to fix connection problem. If he can't find a way to fix this then we'll revert back to 03ee9f1 and work on the ClientInventoryMove improvements in a separate pull request.

And who knows? maybe the issue is from another thing that's not our problem and it will get fixed before tomorrow.

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corp-0 commented Feb 24, 2021

Yeah, the label is just prevempting someone from accidentaly merging thinking it was ready.

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Im gonna be a bit busy over the next few days, so revert to the working commit for now. And put a note in the script that it'll need syncing to rejoinning clients at some point.

Co-Authored-By: ThatDan123 <56727168+ThatDan123@users.noreply.github.com>
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The revert has been tested and it works fine, I think we can finally have one last review and then merge this.

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The revert has been tested and it works fine, I think we can finally have one last review and then merge this.

Test if night vision works after relog. Also how good it works with shuttles?

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The revert has been tested and it works fine, I think we can finally have one last review and then merge this.

Test if night vision works after relog. Also how good it works with shuttles?

How do I test that in playmode inside the editor? and wdym?

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DTraitor commented Feb 25, 2021

My bad, I forgot that you cant join as client in editor.

and wdym?

destroy all the light on evac shuttle and test if night vision works correct while shuttle is moving

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My bad, I forgot that you cant join as client in editor.

and wdym?

destroy all the light on evac shuttle and test if night vision works correct while shuttle is moving

No issues as far as I can tell from my testing. I guess we can merge now.

@ThatDan123 ThatDan123 removed the Status: DNM "Do Not Merge". Don't merge this Pull Request, as changes where requor further additions are needed. label Feb 25, 2021
private Vector3 nightVisionVisibility;

[SerializeField, Tooltip("The default minimal visibility size.")]
private Vector3 defaultVisionVisibility;
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in the future this should read directly what the creature has as default visibility, I think. So we have creatures than can see in the dark without goggles.

@corp-0 corp-0 merged commit 676e2cd into unitystation:develop Feb 25, 2021
@MaxIsJoe MaxIsJoe mentioned this pull request Feb 25, 2021
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@MaxIsJoe MaxIsJoe deleted the NVG branch March 7, 2021 18:29
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4 participants