BrettRyland / BDArmory

Gun turrets and other weapon systems for KSP
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CASE Visualizer #600

Closed SuicidalInsanity closed 8 months ago

SuicidalInsanity commented 8 months ago

Found the issue with the hemisphere shader and fixed it, so they're no longer opaque white. Not sure of the best way of visually communicating blast severity; I've added a blast anim to show damage via mesh color as radius increases during the anim, but might be a bit busy if lots of ammo boxes on a ship. If I'd kept CASE I detonations as a smaller sphere blast instead of hemisphere, it would be a simple matter to just use a color gradient circular sprite; having to do it via mesh primitives would require stacked meshes for indicating different range increments (which would work for hemisphere), or a custom shader to have color do a gradient based on surface normal (which wouldn't)