diff --git a/README.md b/README.md index 6527c2b9..48520c6d 100644 --- a/README.md +++ b/README.md @@ -48,6 +48,7 @@ Check the ship's log for how to use your warp drive to travel between star syste - Load planet meshes from asset bundle (done) - Black hole / white hole pairs (done) - Separate solar system scenes accessible via wormhole (done) +- Warp drive with target set in ship's log (done) - Procedurally terrain generation (started) - Allow copying specific meshes from the stock game for details/scattering with collisions - "Quantum" planet parameters @@ -214,6 +215,7 @@ Some of these I don't explain since they are just orbital parameters. If you don - "cloud" : (string) The file path to a texture file that will be given to the clouds. - "cloudCap" : (string) The file path to a texture that will be put on the north pole over the clouds. - "cloudRamp" : (string) I don't really know what this does. You don't have to put anything. +- "useBasicCloudShader" : (true/false) By default we use the same shader as Giant's deep. Set this to true if you just want your cloud texture to be applied as is. - "fogTint" : (colour) Puts tinted fog around the planet. - "fogSize" : (decimal number) - "hasRain" : (true/false) @@ -366,7 +368,8 @@ public class CreateAssetBundles - "outerRadius" : (decimal number) - "inclination" : (decimal number) - "longitudeOfAscendingNode" : (decimal number) -- "texture" : (string) The file path to the image used for the rings. Normally I use a texture that is one pixel wide for this. +- "texture" : (string) The file path to the image used for the rings. You can either give it a full image of the rings or a 1 pixel wide strip. +- "rotationSpeed" : (decimal number) ### Spawn - "playerSpawnPoint" : (position) If you want the player to spawn on the new body, set a value for this. Press "P" in game to have the game log the position you're looking at to find a good value for this.