Renderer: IR/thermal palette, bilinear default, searchlight (fog) + night egg

- IR / predator-vision thermal: the cockpit IR button toggles it via the
  wire (dpl_Effect on action 0x1b, mode -1 ON / -2 OFF -> board.pvision).
  vrview_gl present pass remaps scene luminance to a thermal palette
  (default heat/Predator; mono|green|amber via VRVIEW_PVISION_PALETTE;
  VRVIEW_PVISION / bridge 'v' key force it on). Exact palette + HUD-exempt
  pending crew review.
- Texture filter default flipped to bilinear (operator preference); the
  i860 board itself point-sampled, so VRVIEW_FILTER=nearest reverts. (A CRT
  present-pass bleed/scanline prototype was built and rejected; removed.)
- Searchlight: no code needed -- night A/B proved it is a VIEW-FOG push-back
  (fog near 5->60, far 400->500 on), already rendered by the existing view
  fog path. Not a light cone. Added TESTNITE.EGG (arena1/night/fog) +
  gauge_arena_night_pipe.conf for the test.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-14 13:49:34 -05:00
co-authored by Claude Opus 4.8
parent aadda7f9a5
commit 5593d57d48
5 changed files with 371 additions and 13 deletions
+229
View File
@@ -0,0 +1,229 @@
[mission]
adventure=BattleTech
map=arena1
scenario=freeforall
time=night
weather=fog
temperature=27
length=600
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[pilots]
pilot=200.0.0.113
[200.0.0.113]
hostType=0
advancedDamage=1
loadzones=1
name=cyd
bitmapindex=1
experience=veteran
badge=VGL
patch=Yellow
role=Role::Default
dropzone=one
vehicle=madcat
vehicleValue=0
color=White
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[Role::Default]
model=dfltrole
[Role::NoReturn]
model=noretun