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author | paramat <mat.gregory@virginmedia.com> | 2016-10-05 01:25:02 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2016-10-21 05:48:53 +0100 |
commit | 0c76303186d968db89d699d9e512aea9904378bc (patch) | |
tree | 79b85d905cb457d87f24761082fa72e3523551e7 /client/shaders/water_surface_shader | |
parent | 63a3bb229a9ff288ab01e3e80c8477da5e84ee1e (diff) | |
download | minetest-0c76303186d968db89d699d9e512aea9904378bc.tar.gz minetest-0c76303186d968db89d699d9e512aea9904378bc.tar.bz2 minetest-0c76303186d968db89d699d9e512aea9904378bc.zip |
Damage flash: Reduce maximum alpha. Avoid fade overload
Flash alpha maximum is reduced from 180 to 127 to avoid player blindness
in combat. Flash alpha minimum is unchanged.
The 'damage_flash' value is now limited to max alpha, to avoid multiple
hits creating a huge value that causes flash to stay at maximum alpha
for a long period. Now alpha always starts to fade immediately after
taking damage.
Both problems can be seen in Minetest let's play videos.
Simplify and optimise some code.
Diffstat (limited to 'client/shaders/water_surface_shader')
0 files changed, 0 insertions, 0 deletions