diff --git a/core/assets-raw/sprites/blocks/units/prime-control-core.png b/core/assets-raw/sprites/blocks/units/prime-control-core.png deleted file mode 100644 index b1879a9ac7..0000000000 Binary files a/core/assets-raw/sprites/blocks/units/prime-control-core.png and /dev/null differ diff --git a/core/src/mindustry/graphics/BlockRenderer.java b/core/src/mindustry/graphics/BlockRenderer.java index 2ba35fd37d..a01c694e89 100644 --- a/core/src/mindustry/graphics/BlockRenderer.java +++ b/core/src/mindustry/graphics/BlockRenderer.java @@ -396,9 +396,10 @@ public class BlockRenderer{ Draw.z(Layer.block); - boolean visible = (build == null || !build.inFogTo(pteam)/* || build.wasVisible*/); + boolean visible = (build == null || !build.inFogTo(pteam)); - if(block != Blocks.air && visible){ + //comment wasWasible part for hiding? + if(block != Blocks.air && (visible || build.wasVisible)){ block.drawBase(tile); Draw.reset(); Draw.z(Layer.block); @@ -410,8 +411,10 @@ public class BlockRenderer{ } if(build != null){ - if(!build.wasVisible) updateShadow(build); - build.wasVisible = true; + if(visible){ + if(!build.wasVisible) updateShadow(build); + build.wasVisible = true; + } if(build.damaged()){ Draw.z(Layer.blockCracks); @@ -432,8 +435,8 @@ public class BlockRenderer{ }else if(!visible){ //TODO here is the question: should buildings you lost sight of remain rendered? if so, how should this information be stored? //comment lines below for buggy persistence - if(build.wasVisible) updateShadow(build); - build.wasVisible = false; + //if(build.wasVisible) updateShadow(build); + //build.wasVisible = false; } } diff --git a/core/src/mindustry/graphics/EnvRenderers.java b/core/src/mindustry/graphics/EnvRenderers.java index cce4d3908e..d7dae0d0c8 100644 --- a/core/src/mindustry/graphics/EnvRenderers.java +++ b/core/src/mindustry/graphics/EnvRenderers.java @@ -99,8 +99,7 @@ public class EnvRenderers{ //TODO layer looks better? should not be conditional Draw.z(state.rules.fog ? Layer.fogOfWar + 1 : Layer.weather - 1); - Weather.drawNoiseLayers(tex, Color.scarlet, 1000f, 0.23f, 0.4f, 1f, 1f, 0f, - 4, -1.3f, 0.7f, 0.8f, 0.9f); + Weather.drawNoiseLayers(tex, Color.scarlet, 1000f, 0.24f, 0.4f, 1f, 1f, 0f, 4, -1.3f, 0.7f, 0.8f, 0.9f); Draw.reset(); }); }