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@CI09 CI09 commented Aug 17, 2025

Brief Description of What This PR Does

The bending-on-turn effect and possible internal decoration mesh

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  • PR author has checked that this PR works as intended and doesn't
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    members reviewing this PR)
  • Initial code review passed (this and further items should not be checked by the PR author)
  • Functionality is confirmed working by another person (see above checklist link)
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@Patryk26g
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I have tested the visuals and I think it looks nice, but I have some comments:

  • now the organelles look as if they were on top of the membrane instead of inside the cell, I think the internal decoration mesh might be the cause of that. Maybe the solution would be to add another decoration mesh on top of the organelles that would me more transparent?
  • cell previews have less pronouced membrane texture and in some cases it's barely visible
  • different types of membranes are less discernible

@CI09
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CI09 commented Aug 17, 2025

Ah you didn't have to review yet, I'm still debating whether to actually include any changes other than membrane turning. But thanks for review

@Patryk26g
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I know, I just wanted to check out of curiosity :D

@hhyyrylainen
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different types of membranes are less discernible

I think that this is a pretty big concern as even now we have complaints about the current membrane graphics being too similar (ever since the 3D membranes implementation). So going even more in the direction of different membranes looking the same has to be avoided.

@CI09 CI09 requested a review from a team August 22, 2025 12:54
@CI09 CI09 added the review label Aug 22, 2025
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CI09 commented Aug 22, 2025

It should work now. The bug where Luca species preview is still with the old membrane is still there though. I found that changing the number to something else at https://github.com/Revolutionary-Games/Thrive/blob/master/src/general/Species.cs#L336 can fix that but I don't know if it's the right place to change something

@hhyyrylainen
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That's not the right place. There should be a constant in the Constants file that controls a base hash for cells (it's next to a base value for cell layout views).

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CI09 commented Aug 22, 2025

Should do now, but visibility is still kinda poor in the preview anyways. Main stuff can be tested though

@Deus-Codes
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Tried this for a bit - absolutely love it, great work. Makes our microbes look very alive and dynamic. A few pieces of feedback...

  • Membranes did look discernable in my eye, though we should always keep an extra eye out here; perhaps a certain color makes this more of a problem.
  • I noticed that the color can look a bit more transparent in the middle of the cell than I remember. That could lead to our cells looking very water-ballooney. That isn't inherently a bad thing - I do like the look, and, well, cells are pouches of goop - but it is definitely a stylistic choice, and it could harm visibility in lighter patches. It might be worthwhile to investigate making the color a bit more pronounced.
  • I do like the speckled texture within the membrane, but I do think it can be improved - how, I'm not sure. More numerous and extending more outwards? More strong, or more transparent? I'd definitely accept the texture as it is, but I wonder if there is room for finding some cool visual enhancements there.

Overall, this is great. Incase you haven't seen it, I'll paste this concept art here, which many people seem to really like. Perhaps it could serve as some inspiration for tweaks - not that I absolutely think there should be an overhaul, and I'm not saying that you should make your pull request look like this. Just a neat visual that might get the brain flowing.

image

@CI09 CI09 marked this pull request as ready for review September 2, 2025 15:41
@Deus-Codes
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Told you this a bit ago, but wanted to write here that I love this change.

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CI09 commented Oct 4, 2025

I don't know if it looks good enough though

metadata={
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
"vram_texture": false
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I think it is wrong to change this to not be a vram texture... Why was this change done?

VERTEX.z += sin(worldVertex.x * movementWigglyNess - TIME / 4.0f) / 10.f
* wigglyNess * size;

// Bend when turning
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Mixed tabs into the file here.

render_mode unshaded;

// Any changes to these two must be matched in Membrane.gdshader
// Any changes to these two must be matc hed in Membrane.gdshader
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Suggested change
// Any changes to these two must be matc hed in Membrane.gdshader
// Any changes to these two must be matched in Membrane.gdshader

{
ref var cellProperties = ref entity.Get<CellProperties>();

if (cellProperties.CreatedMembrane != null)
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I don't think it should be the visual creation system that applies turning property to the visuals, it should be a different system.

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I think that if we want this effect in the game, then the technical implementation side will need some improvements.

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5 participants