forked from 0ad/0ad
Spahbod
9c34b1ffed
Fixes the chicken problem There are no more unreachable trees around the map (hopefully) Fixed the bug that caused edges of the map ruin the layout of painters (One of the best examples to look is archipelago, before and after this revision). Fixed those out of memory errors caused by pathplacer (Mostly noticeable in alpine valley and corinthian isthmus) And some other minor tweaks. Fixes #1577 This was SVN commit r13004.
93 lines
2.0 KiB
JavaScript
93 lines
2.0 KiB
JavaScript
|
|
////////////////////////////////////////////////////////////////////////////
|
|
// Sky + lighting
|
|
////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Set skyset
|
|
function setSkySet(set)
|
|
{
|
|
g_Environment.SkySet = set;
|
|
}
|
|
|
|
// Set sun colour RGB
|
|
function setSunColour(r, g, b)
|
|
{
|
|
g_Environment.SunColour = { "r" : r, "g" : g, "b" : b, "a" : 0};
|
|
}
|
|
|
|
// Set sun elevation
|
|
function setSunElevation(e)
|
|
{
|
|
g_Environment.SunElevation = e;
|
|
}
|
|
|
|
// Set sun rotation
|
|
function setSunRotation(r)
|
|
{
|
|
g_Environment.SunRotation = r;
|
|
}
|
|
|
|
// Set terrain ambient colour RGB (0-1)
|
|
function setTerrainAmbientColour(r, g, b)
|
|
{
|
|
g_Environment.TerrainAmbientColour = { "r" : r, "g" : g, "b" : b, "a" : 0};
|
|
}
|
|
|
|
// Set terrain ambient colour RGB (0-1)
|
|
function setUnitsAmbientColour(r, g, b)
|
|
{
|
|
g_Environment.UnitsAmbientColour = { "r" : r, "g" : g, "b" : b, "a" : 0};
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
// Water
|
|
////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Set water colour RGB (0,1)
|
|
function setWaterColour(r, g, b)
|
|
{
|
|
g_Environment.Water.WaterBody.Colour = { "r" : r, "g" : g, "b" : b, "a" : 0};
|
|
}
|
|
|
|
// Set water height
|
|
function setWaterHeight(h)
|
|
{
|
|
g_Environment.Water.WaterBody.Height = h;
|
|
WATER_LEVEL_CHANGED = true;
|
|
}
|
|
|
|
// Set water shininess
|
|
function setWaterShininess(s)
|
|
{
|
|
g_Environment.Water.WaterBody.Shininess = s;
|
|
}
|
|
|
|
// Set water waviness
|
|
function setWaterWaviness(w)
|
|
{
|
|
g_Environment.Water.WaterBody.Waviness = w;
|
|
}
|
|
|
|
// Set water murkiness
|
|
function setWaterMurkiness(m)
|
|
{
|
|
g_Environment.Water.WaterBody.Murkiness = m;
|
|
}
|
|
|
|
// Set water tint RGB (0,1)
|
|
function setWaterTint(r, g, b)
|
|
{
|
|
g_Environment.Water.WaterBody.Tint = { "r" : r, "g" : g, "b" : b, "a" : 0};
|
|
}
|
|
|
|
// Set water reflection tint RGB (0,1)
|
|
function setWaterReflectionTint(r, g, b)
|
|
{
|
|
g_Environment.Water.WaterBody.WaterReflectionTint = { "r" : r, "g" : g, "b" : b, "a" : 0};
|
|
}
|
|
|
|
// Set water reflection tint strength (0,1)
|
|
function setWaterReflectionTintStrength(s)
|
|
{
|
|
g_Environment.Water.WaterBody.WaterReflectionTintStrength = s;
|
|
} |