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Improve railroad visibility: own-rail contrast color and thickness setting
Local-player rails previously rendered in the white focused-border color from the palette, making them hard to see on light territory. Rails now use a dedicated local rail color: white normally, flipped to black when the territory backdrop is too light for white to read against (patterns average their primary/secondary brightness). Also add a railThickness render setting (0.5-3, default 1), exposed in the Graphics Settings modal and the debug GUI, and persisted via GraphicsOverrides. In the medium-zoom LOD, rails are now drawn as screen-space anti-aliased lines around each tile's rail centerline, accumulated from the 3x3 neighborhood so thick lines spill cleanly into neighboring tiles; detailed mode scales its sub-grid band widths. - PlayerView: compute railColor() (white/black by backdrop brightness) - RailroadPass/shader: uLocalPlayerID, uLocalRailColor, uRailThickness - render-settings.json, RenderSettings, GraphicsOverrides, RenderOverrides: new railroad.railThickness knob - GraphicsSettingsModal: "Train track thickness" slider (+ en.json keys) - tests: schema + apply coverage for railroad overrides
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@@ -958,6 +958,8 @@
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"territory_alpha_desc": "How opaque the territory fill is (lower lets terrain show through)",
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"rail_distance_label": "Train track draw distance",
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"rail_distance_desc": "How far zoomed out train tracks remain visible",
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"rail_thickness_label": "Train track thickness",
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"rail_thickness_desc": "How wide train tracks are drawn",
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"section_effects": "Effects",
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"reset_label": "Reset to defaults",
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"reset_desc": "Clear all graphics overrides"
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