From 138f76d99a26acc78749ffea1f22d6583b7c7fe6 Mon Sep 17 00:00:00 2001 From: wheatleymf Date: Thu, 14 Nov 2024 13:15:29 +0300 Subject: [PATCH] accessibility section update --- src/blogs/shootandbuild_ctf.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/blogs/shootandbuild_ctf.md b/src/blogs/shootandbuild_ctf.md index 1f17d26..c31f0d4 100644 --- a/src/blogs/shootandbuild_ctf.md +++ b/src/blogs/shootandbuild_ctf.md @@ -126,7 +126,7 @@ This wasn't necessary at all, but I was experimenting with procedural water norm Now, as instead shader procedurally generates waves heightmap and then computes it into tangent space normals right in shader, with no manual textures. It isn't a big achievement, implementation is probably goofy, but this allows having more control over how waves look like, and I think it looks generally less "gooey"-ish than before. -I have slightly expanded accessibility options. You can now adjust screen brightness and contrast in case you're not happy with how game looks like by default. +I have slightly expanded accessibility options. You can now adjust screen saturation, brightness and contrast in case you're not happy with how game looks like by default. It can be now heavily oversaturated (just like your average Rust PVP montage clip with royalty free rap music playing at background) or look like black and white movies. Or something inbetween, that's up to you. Players now leave blood decals on surfaces when they get hit. Just a little fun detail.