GM Ethos
Staff

Today I worked on implementing the new dye shader that replaces the massive sprite sheets we previously used for dyes. This is both practically necessary, because the number of available dyes is approaching one hundred, and convenient, because it saves us a lot of work. Once again, it is very easily enabled by Godot; we simply have a different sprite for the dyed version which contains colors we can swap out for the predetermined dye colors with the shader. Visually it looks identical, but it's a much better way to handle it! You can tell here that it's not fully implemented because I haven't implemented the dyed version for the trim overlay; compare to this previous changelog.

This may take me a day or two to fully implement and iron out all the bugs, but then I'll move on to adding some of the new items, including some of the new mining items. Stay tuned!