RimWorld

RimWorld

Simple FX: Splashes
Showing 1-9 of 9 entries
Update: May 5, 2023 @ 10:33pm

Updated language keys: Russian language submitted by LeonusDH.

Update: May 5, 2023 @ 10:05pm

v1.2.2
Technical update:
- The "optimize weather overlay" feature has been removed. After several months of discussion and research throughout the performance community on discord, I've concluded that this optimization was a wash due harmony overhead. It may be possible to accomplish with Prepatcher someday, but that's a story for later.
- The map ticker harmony patch has been retargeted to another method to reduce harmony overhead.

Update: Mar 3, 2023 @ 12:00pm

v1.2.1
- Compatibility fix for Save our Ship2

Update: Mar 1, 2023 @ 4:11am

v1.2
- Optimized rewrite of how the cache is built to better work for modlists that interact with the terrain a lot (eg terraforming or dynamic ice).
- The surface that are considered hard enough for raindrops to splash upon are no longer hardcoded and now XML exposed via mod extensions. Authors of unusual terrain types, where the usual rulesets were not working, can now use these extensions if they'd like.

Update: Dec 25, 2022 @ 11:25pm

Update to no longer use obsolete method

Update: Nov 26, 2022 @ 8:07am

Update
- Fixes splashes happening during snow weather
- Minor optimizations and code maintenance

Update: Nov 21, 2022 @ 7:55pm

Update
- Normally a splash fx will happen even if it's offscreen. I had looked into preventing this, but the cost of doing so outweighed what it takes to generate a splash. But, while updating my other mod Toggleable Overlays, I learned of an ultra-fast way to calculate this, and applied it here. In a typical scenario this may allow the mod to run about twice as fast, or upwards to 4x faster if you're looking at a spot where there's no hard surfaces.

Update: Nov 20, 2022 @ 5:05pm

NRE fix related to the archonexus restart. May also fix some other unusual, edge cases.

Update: Nov 16, 2022 @ 5:12am

Hoot hoot