branchrust_reboot/main/hackweek_accessibility_colourblindcancel
22 Commits over 31 Days - 0.03cph!
Fixed deuteranopia typo
Adjusted default deuteranopia values based on feedback
Added option to change colour of deployed laser detector (green, blue and yellow options)
Lasers attached to weapons are unaffected
Added holo sight colour to the colour blind settings, comes in green and blue options
Fixed some errors if a colour setting was set to an out bounds index via the console
Disable the clan name tag option, it's unused (just need to enable the gameobject when we're ready)
Make AccessibilityComponent abstract
Don't recreate the decal material if not needed
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run
Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped)
Fixed mushroom colouring not being applied to dropped mushrooms
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings
Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia
Also supports a custom mode
Turn on cast shadows for LOD0 of the mushroom clusters
Hooked up the new mushroom materials to the colour swap pallette
renamed mushrooms.mat to mushrooms_red and added other colour variants. changed to metalness workflow and added slight transmission plus easily tintable in the detail map
Added an outline to the icons and text labels on the health/hunger/thirst vitals so they are more legible in snow or very bright environments
Didn't make a convar for this, it's not really noticeable in normal gameplay
https://files.facepunch.com/jarryd/1b0911b1/Unity_HjUXjtuqai.jpg
Added ability to change the colour of mushrooms
Coloured the snow particle accumulation layer as a temporary approach, would be best to adjust this at the texture level instead
Add a new accessibility section to the options menu, list all colour customisation options
https://files.facepunch.com/jarryd/1b0811b1/Unity_i4M6UPzANS.jpg
Allow the player to modify the colour of the building blocked radius around monuments
Added support for changing nametag colours, with specific team, ally, enemy and clan colour options
Also applies to colour of team mate markers on the map
Added convars to change the colour of tree hit markers and the health/thirst/hunger bars to a selection of preset colours for colorblind players
Uses a new AccessibilityCollection data class to store options, currently implemented colour and material swap versions
Each collection type has a corresponding component
https://files.facepunch.com/jarryd/1b0811b1/Unity_87LQF6dyfh.jpg