diff --git a/core/assets/bundles/bundle.properties b/core/assets/bundles/bundle.properties index 196326762c..5e1be3f6b2 100644 --- a/core/assets/bundles/bundle.properties +++ b/core/assets/bundles/bundle.properties @@ -128,7 +128,7 @@ mod.author = [LIGHT_GRAY]Author:[] {0} mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0} mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again. mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods. -mod.scripts.unsupported = Your device does not support mod scripts. Some mods will not function correctly. +mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game. about.button = About name = Name: diff --git a/core/assets/shaders/atmosphere.frag b/core/assets/shaders/atmosphere.frag index 4792af80fb..fee422e5b6 100644 --- a/core/assets/shaders/atmosphere.frag +++ b/core/assets/shaders/atmosphere.frag @@ -1,3 +1,8 @@ +#ifdef GL_ES +precision mediump float; +precision mediump int; +#endif + const float PI = 3.14159265359; const float MAX = 10000.0; @@ -6,10 +11,13 @@ const float FLARE = 0.0025; const float INTENSITY = 14.3; const float G_M = -0.85; -const int numOutScatter = 10; -const float fNumOutScatter = 10.0; -const int numInScatter = 10; -const float fNumInScatter = 10.0; +#define SCATTER_OUT 3 +#define SCATTER_IN 3 + +const int numOutScatter = SCATTER_OUT; +const float fNumOutScatter = float(SCATTER_OUT); +const int numInScatter = SCATTER_IN; +const float fNumInScatter = float(SCATTER_IN); varying vec4 v_position; varying mat4 v_model; @@ -106,10 +114,6 @@ void main(){ vec3 l = u_light; vec2 e = rayIntersection(eye, dir, u_outerRadius); - if (e.x > e.y){ - gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); - return; - } vec2 f = rayIntersection(eye, dir, u_innerRadius); e.y = min(e.y, f.x); diff --git a/core/assets/shaders/cubemap.frag b/core/assets/shaders/cubemap.frag index 17fbeff2a3..893384f120 100644 --- a/core/assets/shaders/cubemap.frag +++ b/core/assets/shaders/cubemap.frag @@ -1,3 +1,7 @@ +#ifdef GL_ES +precision mediump float; +#endif + varying vec3 v_texCoords; uniform samplerCube u_cubemap; diff --git a/core/src/mindustry/mod/Mods.java b/core/src/mindustry/mod/Mods.java index de789d5743..32a635b1b2 100644 --- a/core/src/mindustry/mod/Mods.java +++ b/core/src/mindustry/mod/Mods.java @@ -369,7 +369,7 @@ public class Mods implements Loadable{ private void checkWarnings(){ //show 'scripts have errored' info if(scripts != null && scripts.hasErrored()){ - Core.settings.getBoolOnce("scripts-errored2", () -> ui.showErrorMessage("$mod.scripts.unsupported")); + ui.showErrorMessage("$mod.scripts.unsupported"); } //show list of errored content @@ -417,7 +417,7 @@ public class Mods implements Loadable{ } public boolean hasContentErrors(){ - return mods.contains(LoadedMod::hasContentErrors); + return mods.contains(LoadedMod::hasContentErrors) || (scripts != null && scripts.hasErrored()); } /** Reloads all mod content. How does this even work? I refuse to believe that it functions correctly.*/