mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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35 lines
2.0 KiB
Plaintext
35 lines
2.0 KiB
Plaintext
-- Sharing metadata (25-community-and-ecosystem.md 3.2). Read by tooling
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-- and the manager detail pane; never by the loader's merge.
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return {
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summary = "The overworld as a 3D diorama: extruded terrain, real occlusion, voxel characters, tilt-shift miniature blur.",
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author = "DramaticShape",
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contact = "https://github.com/DramaticShape/DRAMATIC_SHAPE",
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tags = { "graphics", "3d", "voxel", "render-pipeline", "presentation" },
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differences = {
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changed = {
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"with VOXEL on, the overworld draws as 3D geometry instead of flat tiles",
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"occlusion comes from a depth buffer rather than a y-sort, so buildings really hide what is behind them",
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"VOXEL and the engine's TILT are mutually exclusive -- turning one on switches the other off",
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"hotkeys 3 and 5 are taken over from the engine's TILT and GBC FX; both remain on the OPTIONS menu",
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"the VOXEL key (3) turns TILT and GBC FX off on every press -- both fight the diorama, and 3 is now the only key that reaches either",
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},
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added = {
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"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees)",
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"T-SHIFT options row and hotkey 6 (OFF / 1 / 2 / 3), the miniature blur",
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"V-GRID on hotkey 5 and V-CURVE on hotkey 7",
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"a sky behind the diorama at the 75-degree rung, outdoor maps only, coloured by the active palette mode",
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"carved voxel models for 67 overworld sprites (assets/voxels/)",
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"a hand-authored tile shape profile (data/voxel_heights.lua) a mod can extend",
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},
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known = {
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"needs shader and depth-canvas support; without them the row still cycles but the world stays 2D",
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"battles, menus and cutscenes are unaffected -- the mode only draws the free-roam overworld",
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"terrain meshes are cached per map, so the first frame after entering a large map costs a build",
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},
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},
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credits = {
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{ who = "pret/pokered", for_ = "the tile and sprite data the geometry is derived from" },
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},
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compat = { engine = ">=0.1.28 <2.0.0", modApi = 2 },
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}
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