New REM client: REM-Client 158566c, 64-bit (market window after EVE Online with price chart and order book; trade tax and courier fee in the dealers; equipment dealer: autobuy panel, "loot only", "Sell all loot" with a keep list, mounting only onto free hardpoints; [AFK] after 5 minutes idle or tabbed out; option bars clickable and draggable; player cloak; waypoint bot on F2; nav map in the original's look with gliding zoom; radar after Jeider's super radar; admin window; RemGfx R27-R32: nebula swathes, hull finish, sun corona, glass, planets, soft shadows; smoother ship paths in multiplayer)

This commit is contained in:
2026-11-02 22:32:18 +01:00
parent 279d10a91d
commit 128cb2527e
27 changed files with 407 additions and 36 deletions
+8 -2
View File
@@ -89,6 +89,10 @@ Overlay = 1
; R4 sun shadows in space and space cutscenes (cascaded shadow maps): ShadowMapSize is the atlas
; of the four cascades (2048 / 4096 / 8192), ShadowDistance how far from the camera (metres).
Shadows = 1
; R32 soft shadow-map shadows (PCSS): the sun's angular size in degrees -- sharp where a shadow touches
; its caster, softer farther away (0 = the fixed 3x3 filter). The ray-traced shadows (RtShadows) are
; not affected.
ShadowSoftness = 1.5
ShadowMapSize = 4096
ShadowDistance = 3000
; PlanetShadows = 1: planets also receive the shadows of ships, docking rings and stations
@@ -102,11 +106,13 @@ ShadowCullMargin = 400
DynamicLights = 1
; R17 weapon lights: laser beams light their surroundings along their length, muzzle flashes,
; projectiles, impacts and explosions as points in the colour of their particles (needs
; DynamicLights = 1). WeaponGlow draws weapon effects brighter for the bloom (1 = original).
; DynamicLights = 1). WeaponGlow draws weapon effects brighter for the bloom (1 = original, below 1
; dimmer); BeamGlow the lasers' glowing volumes (R24, 0 = off).
WeaponLights = 1
WeaponLightIntensity = 1.0
WeaponLightRange = 1.0
WeaponGlow = 1.6
WeaponGlow = 1.0
BeamGlow = 0.4
; R2 debug view (diagnosis from screenshots): 0 off, 1 normals, 2 depth (1 m black .. 130 km
; white), 3 motion vectors (grey = still, magenta = unknown), 4 material class (glass, nomad,
; planet water, engine glow ... one colour each), 5 game object (one colour per object), 6 phase