mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Fix LOD heights in towns.
This commit is contained in:
parent
cc39e5734e
commit
682a3d74c8
@ -7,7 +7,7 @@ const float PI = 3.141592;
|
||||
const vec3 SKY_DAY_TOP = vec3(0.1, 0.5, 0.9);
|
||||
const vec3 SKY_DAY_MID = vec3(0.02, 0.28, 0.8);
|
||||
const vec3 SKY_DAY_BOT = vec3(0.1, 0.2, 0.3);
|
||||
const vec3 DAY_LIGHT = vec3(1.2, 1.0, 1.0) * 1.8;
|
||||
const vec3 DAY_LIGHT = vec3(1.2, 1.0, 1.0) * 6.0;
|
||||
const vec3 SUN_HALO_DAY = vec3(0.35, 0.35, 0.0);
|
||||
|
||||
const vec3 SKY_DUSK_TOP = vec3(0.06, 0.1, 0.20);
|
||||
|
@ -599,8 +599,8 @@ pub fn block_from_structure(
|
||||
StructureBlock::PineLeaves => Some(Block::new(
|
||||
BlockKind::Leaves,
|
||||
Lerp::lerp(
|
||||
saturate_leaves(Rgb::new(0.0, 60.0, 50.0)),
|
||||
saturate_leaves(Rgb::new(30.0, 100.0, 10.0)),
|
||||
Rgb::new(0.0, 60.0, 50.0),
|
||||
Rgb::new(30.0, 100.0, 10.0),
|
||||
lerp,
|
||||
)
|
||||
.map(|e| e as u8),
|
||||
|
@ -3,6 +3,7 @@
|
||||
mod econ;
|
||||
|
||||
use crate::{
|
||||
config::CONFIG,
|
||||
sim::WorldSim,
|
||||
site::{Dungeon, Settlement, Site as WorldSite},
|
||||
util::{attempt, seed_expan, CARDINALS, NEIGHBORS},
|
||||
@ -123,6 +124,11 @@ impl Civs {
|
||||
.filter(|chunk| !chunk.river.near_water())
|
||||
.map(|chunk| {
|
||||
let diff = Lerp::lerp_precise(chunk.alt, center_alt, factor) - chunk.alt;
|
||||
// Make sure we don't fall below sea level (fortunately, we don't have
|
||||
// to worry about the case where water_alt is already set to a correct
|
||||
// value higher than alt, since this chunk should have been filtered
|
||||
// out in that case).
|
||||
chunk.water_alt = CONFIG.sea_level.max(chunk.water_alt + diff);
|
||||
chunk.alt += diff;
|
||||
chunk.basement += diff;
|
||||
chunk.rockiness = 0.0;
|
||||
|
Loading…
Reference in New Issue
Block a user