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Description
When the creation of a quasar particle occurs and the said particle has a light module that has its color gradient type set to rgb_points and not to a constant one (color), the light when it's added to the world to follow said particle will always have the radius set to 0
Steps to reproduce the behavior:
- The making of a simple quasar particle
- Adding a light module with rgb_points as the gradient
- Adding the particle in the world and checking the radius in F6 > Renderer > Light Editor > veil:point and clicking on one of any created lights to check the radius
I tough that no matter what the color type is, it should never affect the radius of the color of the light that follows a particle.
Without rgb_points (Radius is 10 in json file)


With rgb points (Radius is 10 in json file)
System Information
- Veil Version: 2.1.1
- Minecraft Version: 1.21.1
- Loader & Loader Version: Fabric 0.115.3+1.21.1
- Operating System: Windows 11
- CPU: i9 - 9900KF
- GPU: NVIDIA RTX 3060
- RAM: 32 GB DDR4
Additional Context
From what I've seen, in the LightModuleData class in Veil, in the addModules method there is an if statement where it checks if the color brightness and radius is constant, and depending on that it eithers create a StaticLightModule or a DynamicLightModule, maybe that is the cause
I hope this is of help and I am sorry if this particle light behavior was actually intended like this