Fix tile outlines drawn over units (miniquad only depth-tests with depth writes); Soul Core starts with a treasury ring
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -262,7 +262,9 @@ void main() {
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MaterialParams {
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pipeline_params: PipelineParams {
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depth_test: Comparison::LessOrEqual,
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depth_write: false,
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// miniquad only enables the depth *test* together with depth writes, so this
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// material writes depth too; large translucent glows are therefore drawn last
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depth_write: true,
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color_blend: Some(BlendState::new(Equation::Add, BlendFactor::Value(BlendValue::SourceAlpha), BlendFactor::OneMinusValue(BlendValue::SourceAlpha))),
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..Default::default()
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},
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@@ -906,15 +908,16 @@ impl R3d {
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draw_sphere(vec3(x, 0.8, z), 0.05 * fl, None, Color::new(1.0, 0.95, 0.6, 1.0));
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}
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draw_shadows(g);
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draw_landmarks_glow(g, t);
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draw_towers_glow(g, t);
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if let Some(f) = g.flag {
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draw_flag(f, t);
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}
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draw_overlay(&g.map, ov, self.wall_sub);
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// translucent glows and effects last (they write depth, see glow_material)
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draw_landmarks_glow(g, t);
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draw_towers_glow(g, t);
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for f in &g.fx {
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draw_fx(f, t);
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}
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draw_overlay(&g.map, ov, self.wall_sub);
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gl_use_default_material();
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set_default_camera();
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