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Meson Scanner Goggles #1264
Meson Scanner Goggles #1264
Conversation
depending on how the code works, i want to change from using having to blacklist certain things seems pretty shit for maintainers |
oh yeah also turning on the meson goggles halves my fps for some reason, i need to investigate that too |
need to remove enable/disable visibility out of a frametime loop, and simply update whats visible when things are appended/dropped from a list |
I think best is to add a whitelist, not a blacklist. |
yeah i thought so too, but if i make a whitelist ill have to hide everything not in the whitelist (which requires checks) |
i dont like mesons when they disable visibility of certain things you already see, and i dont know enough about shaders to have only walls/tiles appear in the place of darkness / los (this visualisation of mesons would be ideal) i might revisit this in the future, but im going to be occupied with poe2 launch so gg |
Il prefer instead we use like CM14 uses for xeno to see resin, instead of hiding, we use the normal FOV, and just render things that we want to see, including walls, pehaps floors, ect... |
Description
Engineering buff, and SS13 feature now in SS14.
Engineering Goggles, now 'Meson Scanner Goggles' get an active toggle that lets them visualise the station's structure through walls.
I basically did no work on this, and haven't done any PR work for like half a year so I'm very rusty. So I would like to see this reviewed first.
TODO
MesonsNonviewable
component? or look for a better alternative that might be more maintainer friendlyMedia
Changelog
🆑 notquitehadouken, WarMechanic