And here we are with the 2.0 update, which brings some breaking changes about PostProcessingeffects, but for a greater good. For this reason (and lack of free time on my side), the 2.0update has been sitting in the experimental version of sFramework for quite a while; apologies for thedelay.
With this update, sFramework removes its implementation of the sPPEManager
, since vanillaDayZ added its own implementation (PPEManager
).
That leads to the sPPEffect
now extending the vanilla PPERequester
class.
But why all these breaking changes?
Compatibility!
Previously, sFramework's PPEffect system was necessary since vanilla DayZ lacked one, andif two mods wanted to use ppeffects at the same time without sFramework, all bets were off!
With the new vanilla system (which all mods can and should use) it's much easier for mods tocooperate.
For this reason, sFramework now relies on it too to provide you the API for defining PPEffects, with thebenefit of compatibility with any other mod, without the need to make compatibility mods.
Although the new vanilla system is pretty similar to my previous implementation, it comes withsome differences, which means you may need to make some changes to your effects.To learn more about it, I highly suggest giving a read to thenew sPPEffect tutorial
ADDED
isActive()
,activate()
,deactivate()
andtoggle()
functions have been added tosCameraOverlay
isActive()
,activate()
,deactivate()
andtoggle()
functions have been added tosPPEffect
- Builders for CameraOverlays
- Modded diagnostic menu (only available with diagnostic executable)
sDebugUI
builder function with default visibility state
CHANGED
sPPEffect
now extends the vanillaPPERequester
- Removed
sPPEManager
- Removed
PPEPreset
andPPEDefaultPreset
- Removed
DoFPreset
- The
sColor
class is now the preferred way to define and use colors - Removed arguments in CameraOverlays constructors;
onInit
is now the preferred way tooverride default settings of an overlay - The overlays default priorities have been changed to allow finer control between types of overlays
- Cleaned up overlay root layout
- Removed unnecessary typedefs
FIXED
CameraOverlayManager::getAnimating
would return a set of overlays weak ref