Skip to main content

Solid glow, grounded particles and two new conditions

This is Apoli 1.100.0 and Origins 1.46.2.

Glowing models stay solid

A custom_model_render in geometry mode with an emissive, glow or eyes render type used to let water show through it. Those styles are made for glowing layers on top of a model and never marked where they were drawn, so the water, drawn later, painted straight over the model. Standalone geometry now blocks what's behind it like any solid model, and keeps its full bright look.

Particles land

Custom particles now collide with blocks unless you set "physics": false. They used to fall through the floor by default, and even with physics on, a large one sank half into the ground because it collided from the middle of its sprite. A particle now rests on the bottom edge of its sprite.

Is the target in my aim?

apoli:raycast is now a bi-entity condition too, which checks whether the actor's ray reaches the target. radius turns it into a beam and cone_angle into a cone, and walls block it unless block is false. The raycast action and the condition share the same beam and cone checks, so they agree about which targets count.

Grabbed

apoli:grabbed checks whether an entity is being held by an apoli:grab, and its bi-entity form checks whether the actor is the one holding the target.

Compatibility

Origins 1.46.2 needs Apoli 1.100.0 or newer. Custom particles that should pass through blocks need "physics": false now.