diff --git a/NewHorizons/External/Modules/AtmosphereModule.cs b/NewHorizons/External/Modules/AtmosphereModule.cs
index 926b65fd..f2b54682 100644
--- a/NewHorizons/External/Modules/AtmosphereModule.cs
+++ b/NewHorizons/External/Modules/AtmosphereModule.cs
@@ -1,200 +1,200 @@
-using System;
-using System.ComponentModel;
-using System.ComponentModel.DataAnnotations;
-using System.Runtime.Serialization;
-using NewHorizons.Utility;
-using Newtonsoft.Json;
-using Newtonsoft.Json.Converters;
-
-namespace NewHorizons.External.Modules
-{
- [JsonConverter(typeof(StringEnumConverter))]
- public enum CloudFluidType
- {
- [EnumMember(Value = @"none")] None = 0,
-
- [EnumMember(Value = @"water")] Water = 1,
-
- [EnumMember(Value = @"cloud")] Cloud = 2,
-
- [EnumMember(Value = @"sand")] Sand = 3,
-
- [EnumMember(Value = @"plasma")] Plasma = 4
+using System;
+using System.ComponentModel;
+using System.ComponentModel.DataAnnotations;
+using System.Runtime.Serialization;
+using NewHorizons.Utility;
+using Newtonsoft.Json;
+using Newtonsoft.Json.Converters;
+
+namespace NewHorizons.External.Modules
+{
+ [JsonConverter(typeof(StringEnumConverter))]
+ public enum CloudFluidType
+ {
+ [EnumMember(Value = @"none")] None = 0,
+
+ [EnumMember(Value = @"water")] Water = 1,
+
+ [EnumMember(Value = @"cloud")] Cloud = 2,
+
+ [EnumMember(Value = @"sand")] Sand = 3,
+
+ [EnumMember(Value = @"plasma")] Plasma = 4
}
- [JsonConverter(typeof(StringEnumConverter))]
- public enum CloudPrefabType
- {
- [EnumMember(Value = @"giantsDeep")] GiantsDeep = 0,
-
+ [JsonConverter(typeof(StringEnumConverter))]
+ public enum CloudPrefabType
+ {
+ [EnumMember(Value = @"giantsDeep")] GiantsDeep = 0,
+
[EnumMember(Value = @"quantumMoon")] QuantumMoon = 1,
[EnumMember(Value = @"basic")] Basic = 2,
- }
-
- [JsonObject]
- public class AtmosphereModule
- {
- ///
- /// Colour of atmospheric shader on the planet.
- ///
- public MColor atmosphereTint;
-
- ///
- /// Describes the clouds in the atmosphere
- ///
- public CloudInfo clouds;
-
- ///
- /// How dense the fog is, if you put fog.
- ///
- [Range(0f, 1f)] public float fogDensity;
-
- ///
- /// Radius of fog sphere, independent of the atmosphere. This has to be set for there to be fog.
- ///
- [Range(0f, double.MaxValue)] public float fogSize;
-
- ///
- /// Colour of fog on the planet, if you put fog.
- ///
- public MColor fogTint;
-
- ///
- /// Lets you survive on the planet without a suit.
- ///
- public bool hasOxygen;
-
- ///
- /// Does this planet have rain?
- ///
- public bool hasRain;
-
- ///
- /// Does this planet have snow?
- ///
- public bool hasSnow;
-
- ///
- /// Scale height of the atmosphere
- ///
- public float size;
-
- ///
- /// Whether we use an atmospheric shader on the planet. Doesn't affect clouds, fog, rain, snow, oxygen, etc. Purely
- /// visual.
- ///
- public bool useAtmosphereShader;
-
- // not an actual config thing, rip
- public class AirInfo
- {
- public bool hasOxygen;
- public bool isRaining;
- public bool isSnowing;
- public float scale;
- }
-
- [JsonObject]
- public class CloudInfo
- {
- ///
- /// Should these clouds be based on Giant's Deep's banded clouds, or the Quantum Moon's non-banded clouds?
- ///
+ }
+
+ [JsonObject]
+ public class AtmosphereModule
+ {
+ ///
+ /// Colour of atmospheric shader on the planet.
+ ///
+ public MColor atmosphereTint;
+
+ ///
+ /// Describes the clouds in the atmosphere
+ ///
+ public CloudInfo clouds;
+
+ ///
+ /// How dense the fog is, if you put fog.
+ ///
+ [Range(0f, 1f)] public float fogDensity;
+
+ ///
+ /// Radius of fog sphere, independent of the atmosphere. This has to be set for there to be fog.
+ ///
+ [Range(0f, double.MaxValue)] public float fogSize;
+
+ ///
+ /// Colour of fog on the planet, if you put fog.
+ ///
+ public MColor fogTint;
+
+ ///
+ /// Lets you survive on the planet without a suit.
+ ///
+ public bool hasOxygen;
+
+ ///
+ /// Does this planet have rain?
+ ///
+ public bool hasRain;
+
+ ///
+ /// Does this planet have snow?
+ ///
+ public bool hasSnow;
+
+ ///
+ /// Scale height of the atmosphere
+ ///
+ public float size;
+
+ ///
+ /// Whether we use an atmospheric shader on the planet. Doesn't affect clouds, fog, rain, snow, oxygen, etc. Purely
+ /// visual.
+ ///
+ public bool useAtmosphereShader;
+
+ // not an actual config thing, rip
+ public class AirInfo
+ {
+ public bool hasOxygen;
+ public bool isRaining;
+ public bool isSnowing;
+ public float scale;
+ }
+
+ [JsonObject]
+ public class CloudInfo
+ {
+ ///
+ /// Should these clouds be based on Giant's Deep's banded clouds, or the Quantum Moon's non-banded clouds?
+ ///
public CloudPrefabType cloudsPrefab;
-
- ///
- /// Relative filepath to the cloud cap texture, if the planet has clouds.
- ///
- public string capPath;
-
- ///
- /// Fluid type for sounds/effects when colliding with this cloud.
- ///
- public CloudFluidType fluidType = CloudFluidType.Cloud;
-
- ///
- /// Add lightning to this planet like on Giant's Deep.
- ///
- public bool hasLightning;
-
- ///
- /// Radius from the center to the inner layer of the clouds.
- ///
- public float innerCloudRadius;
-
- ///
- /// Colour gradient of the lightning, time is in seconds.
- ///
- public MGradient[] lightningGradient;
-
- ///
- /// Radius from the center to the outer layer of the clouds.
- ///
- public float outerCloudRadius;
-
- ///
- /// Relative filepath to the cloud ramp texture, if the planet has clouds. If you don't put anything here it will be
- /// auto-generated.
- ///
- public string rampPath;
-
- ///
- /// Relative filepath to the cloud texture, if the planet has clouds.
- ///
- public string texturePath;
-
- ///
- /// Colour of the inner cloud layer.
- ///
- public MColor tint;
-
- ///
- /// If the top layer shouldn't have shadows. Set to true if you're making a brown dwarf for example.
- ///
- public bool unlit;
+
+ ///
+ /// Relative filepath to the cloud cap texture, if the planet has clouds.
+ ///
+ public string capPath;
+
+ ///
+ /// Fluid type for sounds/effects when colliding with this cloud.
+ ///
+ public CloudFluidType fluidType = CloudFluidType.Cloud;
+
+ ///
+ /// Add lightning to this planet like on Giant's Deep.
+ ///
+ public bool hasLightning;
+
+ ///
+ /// Radius from the center to the inner layer of the clouds.
+ ///
+ public float innerCloudRadius;
+
+ ///
+ /// Colour gradient of the lightning, time is in seconds.
+ ///
+ public MGradient[] lightningGradient;
+
+ ///
+ /// Radius from the center to the outer layer of the clouds.
+ ///
+ public float outerCloudRadius;
+
+ ///
+ /// Relative filepath to the cloud ramp texture, if the planet has clouds. If you don't put anything here it will be
+ /// auto-generated.
+ ///
+ public string rampPath;
+
+ ///
+ /// Relative filepath to the cloud texture, if the planet has clouds.
+ ///
+ public string texturePath;
+
+ ///
+ /// Colour of the inner cloud layer. Defaults to white.
+ ///
+ public MColor tint;
+
+ ///
+ /// If the top layer shouldn't have shadows. Set to true if you're making a brown dwarf for example.
+ ///
+ public bool unlit;
-
- #region Obsolete
-
- ///
- /// Set to `false` in order to use Giant's Deep's shader. Set to `true` to just apply the cloud texture as is.
- ///
- [Obsolete("useBasicCloudShader is deprecated, please use cloudsPrefab=\"basic\" instead")]
- public bool useBasicCloudShader;
-
- #endregion Obsolete
-
- }
-
-
- #region Obsolete
-
- [Obsolete("CloudTint is deprecated, please use CloudInfo instead")]
- public MColor cloudTint;
-
- [Obsolete("CloudTint is deprecated, please use CloudInfo instead")]
- public string cloud;
-
- [Obsolete("CloudCap is deprecated, please use CloudInfo instead")]
- public string cloudCap;
-
- [Obsolete("CloudRamp is deprecated, please use CloudInfo instead")]
- public string cloudRamp;
-
- [Obsolete("CloudFluidType is deprecated, please use CloudInfo instead")]
- public CloudFluidType fluidType;
-
- [Obsolete("UseBasicCloudShader is deprecated, please use CloudInfo instead")]
- public bool useBasicCloudShader;
-
- [DefaultValue(true)] [Obsolete("ShadowsOnClouds is deprecated, please use CloudInfo instead")]
- public bool shadowsOnClouds = true;
-
- [Obsolete("HasAtmosphere is deprecated, please use UseAtmosphereShader instead")]
- public bool hasAtmosphere;
-
- #endregion Obsolete
- }
+
+ #region Obsolete
+
+ ///
+ /// Set to `false` in order to use Giant's Deep's shader. Set to `true` to just apply the cloud texture as is.
+ ///
+ [Obsolete("useBasicCloudShader is deprecated, please use cloudsPrefab=\"basic\" instead")]
+ public bool useBasicCloudShader;
+
+ #endregion Obsolete
+
+ }
+
+
+ #region Obsolete
+
+ [Obsolete("CloudTint is deprecated, please use CloudInfo instead")]
+ public MColor cloudTint;
+
+ [Obsolete("CloudTint is deprecated, please use CloudInfo instead")]
+ public string cloud;
+
+ [Obsolete("CloudCap is deprecated, please use CloudInfo instead")]
+ public string cloudCap;
+
+ [Obsolete("CloudRamp is deprecated, please use CloudInfo instead")]
+ public string cloudRamp;
+
+ [Obsolete("CloudFluidType is deprecated, please use CloudInfo instead")]
+ public CloudFluidType fluidType;
+
+ [Obsolete("UseBasicCloudShader is deprecated, please use CloudInfo instead")]
+ public bool useBasicCloudShader;
+
+ [DefaultValue(true)] [Obsolete("ShadowsOnClouds is deprecated, please use CloudInfo instead")]
+ public bool shadowsOnClouds = true;
+
+ [Obsolete("HasAtmosphere is deprecated, please use UseAtmosphereShader instead")]
+ public bool hasAtmosphere;
+
+ #endregion Obsolete
+ }
}
\ No newline at end of file
diff --git a/NewHorizons/External/Modules/VariableSize/StarModule.cs b/NewHorizons/External/Modules/VariableSize/StarModule.cs
index 164d2575..627fca8c 100644
--- a/NewHorizons/External/Modules/VariableSize/StarModule.cs
+++ b/NewHorizons/External/Modules/VariableSize/StarModule.cs
@@ -30,7 +30,7 @@ namespace NewHorizons.External.Modules.VariableSize
[DefaultValue(true)] public bool hasAtmosphere = true;
///
- /// Colour of the light given off.
+ /// Colour of the light given off. Defaults to yellowish.
///
public MColor lightTint;