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RoboRyGuy-ThermalOverlay-0.1.0 icon

ThermalOverlay

Converts regular weapons into thermal weapons

Date uploaded 11 months ago
Version 0.1.0
Download link RoboRyGuy-ThermalOverlay-0.1.0.zip
Downloads 131
Dependency string RoboRyGuy-ThermalOverlay-0.1.0

README

Thermal Overlay

Adds the ability to turn any weapon into a thermal weapon. NOTICE: This mod is currently in beta. You can expect configurations in the full release

How does it work?

  • Adds a new shader, "Unlit/HolographicSight_ThermalOverlay.shader", or simply the "Thermal Overlay" shader.
  • This works very similarly to the existing thermal shader, except it can be transparent
  • By adding it ontop of existing scopes, you get thermal overlays that can highlight enemies without affecting the background
  • For guns without scopes, a small square mesh is added with the overlay applied, granting a small area in which targets are highlighted while aiming down sights.

CHANGELOG

Changelog

Version 0.1.0

Beta release of ThermalOverlay.

  • Only automatic conversions
  • Very simple backend logic
  • Configurations don't work

Version 1.0.0

Initial full release of ThermalOverlay

  • FactoryManager is fully implemented
  • JSON configs now work
  • How-to articles added for usability
  • Psuedo-random material generation added

Version 1.1.0

  • Added in some default JSON configs to help make some vanilla weapons look better
  • Added the ThermalOverlay shader's source to Github
  • Fixed an issue where Vector2, 3, and 4's weren't being serialized/deserialized
  • Corrected the placement logic in OverlayGenerator_Standard so that manual adjustments are more consistent

Version 1.2.0

  • Added a default thermal config for spears
  • Quaternions now serialize correctly
  • Fixed version number on the Plugin class

Version 1.3.0

NOTICE: I made a mistake submitting this version. Thunderstore will call it 1.2.1; it is actually version 1.3.0

  • Changed configs to use item names instead of using checksums. This is to improve consistency, but will likely cause issues during updates.
  • SightConverter_Standard now sets default shader properties when converting vanilla thermal scopes.
  • Fixed the Combat Shotgun's config

If you have issues:

  • Delete BepInEx/GameData/ThermalOverlay/ThermalOverlayConfig.json to reset the config file, so it uses the new mode
  • If you have custom configs, change it to use Items instead of IDs, and replace the ID numbers with the item names. Item names can be found in the config file; they're the gun's actual name, ie "Omenco exp1".

Version 1.3.1

  • Fixed default config file not being generated
  • Added warning about version 1.3.0 being misnamed
  • Changed shape of diamond mesh to remove bugged halo effect
  • Fixed a minor bug where FactoryManager.BaseName could incorrectly return the parameter list if only passed params and not a name

Version 1.3.2

  • Fixed inter-mod support by moving thermal shader to the end of the material list (as opposed to the start)
  • Added CleanScopes support, so dirt defaults to zero when the mod is installed
  • Improved SightConverter_Standard(Thermal), so that non-thermal scopes can see shadows when converted