mirror of
https://github.com/got-feedBack/feedBack.git
synced 2026-07-26 14:52:13 +00:00
The fret wires were static scenery: gold inside the anchor lane, grey outside, and nothing tied them to what the player was actually doing. Give them a job. Widen the lane/neck contrast so the wires around the active lane read as a focus cue, and flash the wires bracketing a note when a scorer confirms it. A fretted note lights the wire behind it and the wire it is pressed against; a chord lights only the outermost wires of its shape, so it reads as one bracketed block rather than a picket fence; an open string has no fret of its own and its gem is drawn as a slab spanning the lane, so it lights the lane's edge wires instead. Gated on the provider verdict, never the proximity heuristic -- the latter only means "near the strike line", so it would flash on every passing note whether or not it was played. With no scorer attached the neck behaves exactly as before. Emissive (and emissiveIntensity) carry the flash, not albedo: these are MeshStandard materials in a scene with no envMap, so raising albedo alone barely brightens them. Every value is a named constant -- see FRET_WIRE_* -- because the look is a taste call that wants tuning by eye, not a derivation. Signed-off-by: Kris Anderson <topkoa@gmail.com> |
||
|---|---|---|
| .. | ||
| achievements | ||
| app_tour_library | ||
| app_tour_settings | ||
| capability_inspector | ||
| career | ||
| drum_highway_3d | ||
| folder_library | ||
| highway_3d | ||
| input_setup | ||
| keys_highway_3d | ||
| minigames | ||
| tuner | ||
| __init__.py | ||