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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
make volume layers match base game
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@ -16,9 +16,10 @@ namespace NewHorizons.Builder.Atmosphere
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sc.isTrigger = true;
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sc.radius = config.Atmosphere.size;
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// copied from gd
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var sfv = airGO.AddComponent<SimpleFluidVolume>();
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sfv._layer = 5;
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sfv._priority = 1;
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sfv._priority = 0;
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sfv._density = 1.2f;
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sfv._fluidType = FluidVolume.Type.AIR;
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sfv._allowShipAutoroll = true;
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@ -131,6 +131,7 @@ namespace NewHorizons.Builder.Atmosphere
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OWShellCollider fluidOWSC = cloudsFluidGO.AddComponent<OWShellCollider>();
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fluidOWSC._innerRadius = atmo.size * 0.9f;
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// copied from gd
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CloudLayerFluidVolume fluidCLFV = cloudsFluidGO.AddComponent<CloudLayerFluidVolume>();
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fluidCLFV._layer = 5;
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fluidCLFV._priority = 1;
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@ -104,7 +104,7 @@ namespace NewHorizons.Builder.Body
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buoyancyObject.layer = Layer.BasicEffectVolume;
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var sphereCollider = buoyancyObject.AddComponent<SphereCollider>();
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sphereCollider.radius = 1;
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sphereCollider.radius = 1; // scaled by localScale
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sphereCollider.isTrigger = true;
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var owCollider = buoyancyObject.AddComponent<OWCollider>();
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@ -114,14 +114,17 @@ namespace NewHorizons.Builder.Body
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var buoyancyTriggerVolume = buoyancyObject.AddComponent<OWTriggerVolume>();
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buoyancyTriggerVolume._owCollider = owCollider;
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// copied from gd
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var fluidVolume = buoyancyObject.AddComponent<RadialFluidVolume>();
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fluidVolume._fluidType = FluidVolume.Type.WATER;
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fluidVolume._attachedBody = rb;
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fluidVolume._allowShipAutoroll = true;
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fluidVolume._disableOnStart = false;
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fluidVolume._triggerVolume = buoyancyTriggerVolume;
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fluidVolume._radius = waterSize;
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fluidVolume._buoyancyDensity = module.buoyancy;
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fluidVolume._density = module.density;
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fluidVolume._layer = LayerMask.NameToLayer("BasicEffectVolume");
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fluidVolume._layer = 5;
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fluidVolume._priority = 3;
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var fogGO = Object.Instantiate(_oceanFog, waterGO.transform);
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fogGO.name = "OceanFog";
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@ -35,8 +35,9 @@ namespace NewHorizons.Builder.General
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var owTriggerVolume = gravityGO.AddComponent<OWTriggerVolume>();
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// copied from th and qm
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var gravityVolume = gravityGO.AddComponent<GravityVolume>();
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gravityVolume._cutoffAcceleration = 0.1f;
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gravityVolume._cutoffAcceleration = 0f;
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var falloff = config.Base.gravityFallOff == GravityFallOff.Linear? GravityVolume.FalloffType.linear : GravityVolume.FalloffType.inverseSquared;
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@ -15,12 +15,12 @@ namespace NewHorizons.External.Modules.VariableSize
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/// <summary>
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/// Density of the water sphere. The higher the density, the harder it is to go through this fluid.
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/// </summary>
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[DefaultValue(1.2f)] public float density = 1.2f;
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[DefaultValue(30f)] public float density = 30f;
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/// <summary>
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/// Buoyancy density of the water sphere
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/// </summary>
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[DefaultValue(1f)] public float buoyancy = 1f;
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[DefaultValue(1.1f)] public float buoyancy = 1.1f;
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/// <summary>
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/// Tint of the water
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