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* Fixes parallax on >2 level maps going fucky with optimized multiz (#72169) ## About The Pull Request We no longer always render parallax. This was causing issues because we can't isolate the white of space from the vaugely white of everything else. So instead, if your parallax plane is out of view, we'll not only disable it, but we'll disable the strand we send from the main plane TO it. Instead only blending against the bottom stack. This does mean there's a possibility for fullwhite on z transition borders (potentially fixable), or when hijacking the plane (also fixable, but significantly more annoying). This is enough to make large maps functional though, so I'm happy with it ## Why It's Good For The Game Allows for #71731 and other maps like it. Makes my code actually work ## Changelog 🆑 fix: Using optimized multiz on > 2 z layer maps will no longer cause fucko bungo /🆑 * Fixes parallax on >2 level maps going fucky with optimized multiz Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>