Lot of bugfixes
* Adding clipper to generate the terrain's negative powder-contour offset. * Fixing RDB issues (fracture, active trigger, performances) * Fixing blood emission * Fixing the freezing formula on liquids * Fixing Steve spawning due to a missed test. * Reaction table properly build
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@@ -16,6 +16,7 @@ layout(std430, set = 0, binding = 10) readonly buffer CellsOld { uint cells_old[
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layout(std430, set = 0, binding = 11) readonly buffer ExtOld { vec2 ext_old[]; };
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layout(std430, set = 0, binding = 52) readonly buffer BirthOld { uint birth_old[]; }; // the ages before the scroll
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layout(std430, set = 0, binding = 66) readonly buffer TerrainAgeOld { uint terrain_age_old[]; };
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layout(std430, set = 0, binding = 12) readonly buffer Scene { uint scene[]; }; // pixel scenes: 0 = none, else material + 1
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layout(std430, set = 0, binding = 18) readonly buffer Override { uint ovr[]; }; // cells restored from the persistent store (0xFFFFFFFF = none)
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@@ -428,6 +429,7 @@ void main() {
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if (pc.shift_mode == 1) { // scrolling: reuse the simulated overlap, generate only the exposed strips
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ivec2 src = p + ivec2(pc.shift_x, pc.shift_y);
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if (src.x >= 0 && src.y >= 0 && src.x < pc.gw && src.y < pc.gh) {
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terrain_age[i] = terrain_age_old[src.y * pc.gw + src.x];
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cells[i] = cells_old[src.y * pc.gw + src.x];
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ext[i] = ext_old[src.y * pc.gw + src.x];
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birth[i] = birth_old[src.y * pc.gw + src.x]; // a cell that stays keeps its age (0070d1e0: the age belongs to the cell)
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@@ -435,6 +437,7 @@ void main() {
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}
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}
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birth[i] = birth_frame();
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terrain_age[i] = 0u;
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if (ovr[i] != 0xFFFFFFFFu) { // a cell that comes back from the store (only its word is kept): a burning cell or a flame gets the fade a new cell of its material has
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// (0070f450: the material's temperature_of_fire), so a fire that went out of the window goes on when it comes back instead of dying at its next update
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const uint oc = ovr[i];
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