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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Added fluid type to clouds to customize splashes
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2460bbafb7
commit
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@ -138,7 +138,21 @@ namespace NewHorizons.Builder.Atmosphere
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fluidCLFV._layer = 5;
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fluidCLFV._priority = 1;
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fluidCLFV._density = 1.2f;
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fluidCLFV._fluidType = FluidVolume.Type.CLOUD;
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var fluidType = FluidVolume.Type.CLOUD;
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if (!string.IsNullOrEmpty(atmo.CloudFluidType))
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{
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try
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{
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fluidType = (FluidVolume.Type)Enum.Parse(typeof(FluidVolume.Type), atmo.CloudFluidType.ToUpper());
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}
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catch (Exception ex)
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{
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Logger.LogError($"Couldn't parse fluid volume type [{atmo.CloudFluidType}]: {ex.Message}, {ex.StackTrace}");
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}
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}
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fluidCLFV._fluidType = fluidType;
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fluidCLFV._allowShipAutoroll = true;
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fluidCLFV._disableOnStart = false;
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1
NewHorizons/External/AtmosphereModule.cs
vendored
1
NewHorizons/External/AtmosphereModule.cs
vendored
@ -14,6 +14,7 @@ namespace NewHorizons.External
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public string Cloud { get; set; }
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public string CloudCap { get; set; }
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public string CloudRamp { get; set; }
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public string CloudFluidType { get; set; }
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public bool UseBasicCloudShader { get; set; }
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public bool ShadowsOnClouds { get; set; } = true;
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public MColor FogTint { get; set; }
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@ -254,6 +254,18 @@
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"type": "string",
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"description": "Relative filepath to the cloud ramp texture, if the planet has clouds. If you don't put anything here it will be auto-generated."
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},
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"cloudFluidType": {
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"type": "string",
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"default": "CLOUD",
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"description": "Fluid type for sounds/effects when colliding with this cloud.",
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"enum": [
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"NONE",
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"WATER",
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"CLOUD",
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"SAND",
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"PLASMA"
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]
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},
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"useBasicCloudShader": {
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"type": "boolean",
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"default": false,
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