mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
1.25.0 (#1010)
## Minor features - Added an option to use a detail for asteroid belts, instead of just procgen. - Also added asteroid belt options for gravity and random orientation. - Added `selectable` to map mode info, allowing you to make the map mode icon not able to be selected (useful for bodies without ship logs like stars) Fixes #1003 ## Improvements - Added option separate from Debug for visualizing quantum object visibility shapes ## Bug fixes - Fixed the proxy shadow caster on heightmaps, so they cast shadows onto other bodies better (fixes #1001)
This commit is contained in:
commit
be810425d6
@ -1,6 +1,7 @@
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using NewHorizons.External;
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using NewHorizons.External.Configs;
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using NewHorizons.External.Modules;
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using NewHorizons.External.Modules.Props;
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using NewHorizons.External.SerializableData;
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using NewHorizons.Handlers;
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using NewHorizons.Utility.OWML;
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@ -36,7 +37,7 @@ namespace NewHorizons.Builder.Body
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config.Base = new BaseModule()
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{
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surfaceGravity = 1,
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surfaceGravity = belt.gravity,
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surfaceSize = size,
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gravityFallOff = GravityFallOff.InverseSquared
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};
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@ -49,7 +50,8 @@ namespace NewHorizons.Builder.Body
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trueAnomaly = 360f * (i + Random.Range(-0.2f, 0.2f)) / (float)count,
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primaryBody = bodyName,
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semiMajorAxis = Random.Range(belt.innerRadius, belt.outerRadius),
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showOrbitLine = false
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showOrbitLine = false,
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isTidallyLocked = true
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};
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config.ReferenceFrame = new ReferenceFrameModule()
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@ -62,8 +64,30 @@ namespace NewHorizons.Builder.Body
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enabled = false
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};
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if (!string.IsNullOrEmpty(belt.assetBundle) || !string.IsNullOrEmpty(belt.path))
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{
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config.Props = new PropModule()
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{
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details = new DetailInfo[1]
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{
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new DetailInfo()
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{
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assetBundle = belt.assetBundle,
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path = belt.path,
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scale = size,
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rotation = belt.randomOrientation ? Random.rotation.eulerAngles : Vector3.zero,
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keepLoaded = true
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}
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}
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};
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}
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else if (belt.procGen != null)
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{
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config.ProcGen = belt.procGen;
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if (config.ProcGen == null)
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config.ProcGen.scale = size;
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}
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else
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{
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config.ProcGen = new ProcGenModule()
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{
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@ -71,11 +95,6 @@ namespace NewHorizons.Builder.Body
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color = new MColor(126, 94, 73)
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};
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}
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else
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{
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// Still update the size
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config.ProcGen.scale = size;
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}
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var asteroid = new NewHorizonsBody(config, mod);
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PlanetCreationHandler.GenerateBody(asteroid);
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@ -91,14 +91,15 @@ namespace NewHorizons.Builder.Body
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level2.name += "1";
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LODGroup.RecalculateBounds();
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// do this only for LOD because only the main body uses LOD, while title screen and proxies dont
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var superGroup = planetGO.GetComponent<ProxyShadowCasterSuperGroup>();
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if (superGroup != null) level2.gameObject.AddComponent<ProxyShadowCaster>()._superGroup = superGroup;
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}
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var cubeSphereSC = cubeSphere.AddComponent<SphereCollider>();
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cubeSphereSC.radius = Mathf.Min(module.minHeight, module.maxHeight) * Mathf.Min(stretch.x, stretch.y, stretch.z);
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var superGroup = planetGO.GetComponent<ProxyShadowCasterSuperGroup>();
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if (superGroup != null) cubeSphere.AddComponent<ProxyShadowCaster>()._superGroup = superGroup;
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cubeSphere.SetActive(true);
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// Now that we've made the mesh we can delete the heightmap texture
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@ -15,10 +15,10 @@ namespace NewHorizons.Builder.Props
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public static void Make(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod, QuantumGroupInfo quantumGroup, GameObject[] propsInGroup)
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{
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switch(quantumGroup.type)
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switch (quantumGroup.type)
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{
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case QuantumGroupType.Sockets: MakeSocketGroup (go, sector, config, mod, quantumGroup, propsInGroup); return;
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case QuantumGroupType.States: MakeStateGroup (go, sector, config, mod, quantumGroup, propsInGroup); return;
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case QuantumGroupType.Sockets: MakeSocketGroup(go, sector, config, mod, quantumGroup, propsInGroup); return;
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case QuantumGroupType.States: MakeStateGroup(go, sector, config, mod, quantumGroup, propsInGroup); return;
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// case PropModule.QuantumGroupType.Shuffle: MakeShuffleGroup(go, sector, config, mod, quantumGroup, propsInGroup); return;
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}
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}
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@ -44,7 +44,7 @@ namespace NewHorizons.Builder.Props
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socket.SetActive(true);
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}
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foreach(var prop in propsInGroup)
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foreach (var prop in propsInGroup)
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{
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prop.SetActive(false);
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var quantumObject = prop.AddComponent<SocketedQuantumObject>();
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@ -72,7 +72,7 @@ namespace NewHorizons.Builder.Props
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groupRoot.transform.localPosition = Vector3.zero;
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var states = new List<QuantumState>();
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foreach(var prop in propsInGroup)
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foreach (var prop in propsInGroup)
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{
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prop.transform.parent = groupRoot.transform;
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var state = prop.AddComponent<QuantumState>();
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@ -97,7 +97,7 @@ namespace NewHorizons.Builder.Props
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var boxShape = empty.AddComponent<BoxShape>();
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boxShape.center = boxBounds.center;
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boxShape.extents = boxBounds.size;
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if (Main.Debug) empty.AddComponent<BoxShapeVisualizer>();
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empty.AddComponent<BoxShapeVisualizer>();
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empty.AddComponent<ShapeVisibilityTracker>();
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}
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@ -136,7 +136,7 @@ namespace NewHorizons.Builder.Props
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{
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public MeshFilter f;
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public SkinnedMeshRenderer s;
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public GameObject g;
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public GameObject gameObject;
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}
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public static void AddBoundsVisibility(GameObject g)
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@ -145,19 +145,19 @@ namespace NewHorizons.Builder.Props
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var skinnedMeshRenderers = g.GetComponentsInChildren<SkinnedMeshRenderer>();
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var boxShapeRecievers = meshFilters
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.Select(f => new BoxShapeReciever() { f=f, g=f.gameObject })
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.Concat (
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skinnedMeshRenderers.Select(s => new BoxShapeReciever() { s=s, g=s.gameObject })
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.Select(f => new BoxShapeReciever() { f = f, gameObject = f.gameObject })
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.Concat(
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skinnedMeshRenderers.Select(s => new BoxShapeReciever() { s = s, gameObject = s.gameObject })
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)
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.ToList();
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foreach(var boxshapeReciever in boxShapeRecievers)
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foreach (var boxshapeReciever in boxShapeRecievers)
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{
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var box = boxshapeReciever.g.AddComponent<BoxShape>();
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boxshapeReciever.g.AddComponent<ShapeVisibilityTracker>();
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if (Main.Debug) boxshapeReciever.g.AddComponent<BoxShapeVisualizer>();
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var box = boxshapeReciever.gameObject.AddComponent<BoxShape>();
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boxshapeReciever.gameObject.AddComponent<ShapeVisibilityTracker>();
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boxshapeReciever.gameObject.AddComponent<BoxShapeVisualizer>();
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var fixer = boxshapeReciever.g.AddComponent<BoxShapeFixer>();
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var fixer = boxshapeReciever.gameObject.AddComponent<BoxShapeFixer>();
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fixer.shape = box;
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fixer.meshFilter = boxshapeReciever.f;
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fixer.skinnedMeshRenderer = boxshapeReciever.s;
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@ -213,9 +213,13 @@ namespace NewHorizons.Builder.Props
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public MeshFilter meshFilter;
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public SkinnedMeshRenderer skinnedMeshRenderer;
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void Update()
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public void Update()
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{
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if (meshFilter == null && skinnedMeshRenderer == null) { NHLogger.LogVerbose("Useless BoxShapeFixer, destroying"); DestroyImmediate(this); }
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if (meshFilter == null && skinnedMeshRenderer == null)
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{
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NHLogger.LogVerbose("Useless BoxShapeFixer, destroying");
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DestroyImmediate(this);
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}
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Mesh sharedMesh = null;
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if (meshFilter != null) sharedMesh = meshFilter.sharedMesh;
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@ -21,11 +21,25 @@ namespace NewHorizons.Builder.ShipLog
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{
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// Takes the game object because sometimes we change the AO to an NHAO and it breaks
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private static Dictionary<GameObject, ShipLogAstroObject> _astroObjectToShipLog = new();
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private static Dictionary<ShipLogAstroObject, MapModeInfo> _astroObjectToMapModeInfo = new();
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public static MapModeInfo GetMapModeInfoForAstroObject(ShipLogAstroObject slao)
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{
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if (_astroObjectToMapModeInfo.TryGetValue(slao, out var mapModeInfo))
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{
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return mapModeInfo;
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}
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else
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{
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return null;
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}
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}
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#region General
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public static ShipLogAstroObject[][] ConstructMapMode(string systemName, GameObject transformParent, ShipLogAstroObject[][] currentNav, int layer)
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{
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_astroObjectToShipLog = new();
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_astroObjectToMapModeInfo = new();
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// Add stock planets
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foreach (var shipLogAstroObject in currentNav.SelectMany(x => x))
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@ -65,7 +79,7 @@ namespace NewHorizons.Builder.ShipLog
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else
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{
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flagManualPositionUsed = true;
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if (body.Config.ShipLog?.mapMode?.manualNavigationPosition == null)
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if (body.Config.ShipLog?.mapMode != null && body.Config.ShipLog.mapMode.manualNavigationPosition == null && body.Config.ShipLog.mapMode.selectable)
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{
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NHLogger.LogError("Navigation position is missing for: " + body.Config.name);
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return null;
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@ -172,6 +186,7 @@ namespace NewHorizons.Builder.ShipLog
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ShipLogAstroObject astroObject = gameObject.AddComponent<ShipLogAstroObject>();
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astroObject._id = ShipLogHandler.GetAstroObjectId(body);
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_astroObjectToShipLog[body.Object] = astroObject;
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_astroObjectToMapModeInfo[astroObject] = body.Config.ShipLog?.mapMode;
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Texture2D image = null;
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Texture2D outline = null;
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@ -582,7 +597,10 @@ namespace NewHorizons.Builder.ShipLog
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astroObject._unviewedObj.GetComponent<Image>().enabled = false;
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}
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node.astroObject = astroObject;
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if (NewHorizons.Main.Debug)
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{
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if (node.lastSibling != null) ConnectNodeToLastSibling(node, greyScaleMaterial);
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}
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MakeDetails(node.mainBody, newNodeGO.transform, greyScaleMaterial);
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}
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#endregion
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@ -1,4 +1,4 @@
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using System.ComponentModel;
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using System.ComponentModel;
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using System.ComponentModel.DataAnnotations;
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using Newtonsoft.Json;
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@ -13,7 +13,7 @@ namespace NewHorizons.External.Modules
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[Range(-1, 200)] [DefaultValue(-1)] public int amount = -1;
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/// <summary>
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/// Angle between the rings and the equatorial plane of the planet.
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/// Angle between the belt and the equatorial plane of the planet.
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/// </summary>
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public float inclination;
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@ -23,7 +23,7 @@ namespace NewHorizons.External.Modules
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[Range(0f, double.MaxValue)] public float innerRadius;
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/// <summary>
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/// Angle defining the point where the rings rise up from the planet's equatorial plane if inclination is nonzero.
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/// Angle defining the point where the belt rises up from the planet's equatorial plane if inclination is nonzero.
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/// </summary>
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public float longitudeOfAscendingNode;
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@ -45,7 +45,7 @@ namespace NewHorizons.External.Modules
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[Range(0f, double.MaxValue)] public float outerRadius;
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/// <summary>
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/// How the asteroids are generated
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/// How the asteroids are generated, unless you supply a detail yourself using "assetBundle" and "path"
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/// </summary>
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public ProcGenModule procGen;
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@ -53,5 +53,30 @@ namespace NewHorizons.External.Modules
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/// Number used to randomize asteroid positions
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/// </summary>
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public int randomSeed;
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/// <summary>
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/// You can use this to load a custom asset or ingame object, instead of using ProcGen. It will be scaled by "minSize" and "maxSize", so ideally it should be near a 1 meter radius.
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/// This is a relative filepath to an asset-bundle to load the prefab defined in `path` from.
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/// </summary>
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public string assetBundle;
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/// <summary>
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/// You can use this to load a custom asset or ingame object, instead of using ProcGen. It will be scaled by "minSize" and "maxSize", so ideally it should be near a 1 meter radius.
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/// This is either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle.
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/// </summary>
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public string path;
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/// <summary>
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/// Surface gravity of the asteroids.
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/// </summary>
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[Range(0f, double.MaxValue)]
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[DefaultValue(1)]
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public float gravity = 1f;
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/// <summary>
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/// Should the detail of the asteroid be randomly oriented, or should it point towards the center.
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/// </summary>
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[DefaultValue(true)]
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public bool randomOrientation = true;
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}
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}
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@ -79,6 +79,12 @@ namespace NewHorizons.External.Modules
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/// Scale to apply to the planet in map mode.
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/// </summary>
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[DefaultValue(1f)] public float scale = 1f;
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/// <summary>
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/// Can this ship log map mode entry be selected
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/// Ex) Set to false for stars with no entries on them so they are skipped in navigation
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/// </summary>
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[DefaultValue(true)] public bool selectable = true;
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}
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[JsonObject]
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@ -47,6 +47,7 @@ namespace NewHorizons
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// Settings
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public static bool Debug { get; private set; }
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public static bool VisualizeQuantumObjects { get; private set; }
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public static bool VerboseLogs { get; private set; }
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public static bool SequentialPreCaching { get; private set; }
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public static bool CustomTitleScreen { get; private set; }
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@ -134,6 +135,7 @@ namespace NewHorizons
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var currentScene = SceneManager.GetActiveScene().name;
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Debug = config.GetSettingsValue<bool>(nameof(Debug));
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VisualizeQuantumObjects = config.GetSettingsValue<bool>(nameof(VisualizeQuantumObjects));
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VerboseLogs = config.GetSettingsValue<bool>(nameof(VerboseLogs));
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SequentialPreCaching = config.GetSettingsValue<bool>(nameof(SequentialPreCaching));
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@ -31,7 +31,7 @@ namespace NewHorizons.Patches.ShipLogPatches
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{
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// Custom astro objects might have no entries, in this case they will be permanently hidden
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// Just treat it as if it were revealed
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if (__instance._entries.Count == 0)
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if (__instance._entries == null || __instance._entries.Count == 0)
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{
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__instance._state = ShipLogEntry.State.Explored;
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__instance._imageObj.SetActive(true);
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@ -1,5 +1,6 @@
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using HarmonyLib;
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using NewHorizons.Builder.ShipLog;
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using NewHorizons.Components.Orbital;
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using NewHorizons.Handlers;
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using NewHorizons.Utility;
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using NewHorizons.Utility.OWML;
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@ -19,6 +20,29 @@ namespace NewHorizons.Patches.ShipLogPatches
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GameObject panRoot = SearchUtilities.Find(ShipLogHandler.PAN_ROOT_PATH);
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GameObject sunObject = SearchUtilities.Find(ShipLogHandler.PAN_ROOT_PATH + "/Sun");
|
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ShipLogAstroObject[][] navMatrix = MapModeBuilder.ConstructMapMode(Main.Instance.CurrentStarSystem, panRoot, __instance._astroObjects, sunObject.layer);
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// Remove anything that isnt meant to be selectable
|
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var flagRemovedUnselectable = false;
|
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for (int i = 0; i < navMatrix.Length; i++)
|
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{
|
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for (int j = 0; j < navMatrix[i].Length; j++)
|
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{
|
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if (!(MapModeBuilder.GetMapModeInfoForAstroObject(navMatrix[i][j])?.selectable ?? true))
|
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{
|
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flagRemovedUnselectable = true;
|
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navMatrix[i][j].UpdateState();
|
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navMatrix[i][j] = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (flagRemovedUnselectable)
|
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{
|
||||
navMatrix = navMatrix.Where(a => a.Count(c => c != null) > 0).ToArray();
|
||||
for (var index = 0; index < navMatrix.Length; index++)
|
||||
{
|
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navMatrix[index] = navMatrix[index].Where(a => a != null).ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
if (navMatrix == null || navMatrix.Length <= 1)
|
||||
{
|
||||
NHLogger.LogWarning("Skipping Map Mode Generation.");
|
||||
|
||||
@ -280,7 +280,7 @@
|
||||
},
|
||||
"inclination": {
|
||||
"type": "number",
|
||||
"description": "Angle between the rings and the equatorial plane of the planet.",
|
||||
"description": "Angle between the belt and the equatorial plane of the planet.",
|
||||
"format": "float"
|
||||
},
|
||||
"innerRadius": {
|
||||
@ -291,7 +291,7 @@
|
||||
},
|
||||
"longitudeOfAscendingNode": {
|
||||
"type": "number",
|
||||
"description": "Angle defining the point where the rings rise up from the planet's equatorial plane if inclination is nonzero.",
|
||||
"description": "Angle defining the point where the belt rises up from the planet's equatorial plane if inclination is nonzero.",
|
||||
"format": "float"
|
||||
},
|
||||
"maxSize": {
|
||||
@ -315,13 +315,33 @@
|
||||
"minimum": 0.0
|
||||
},
|
||||
"procGen": {
|
||||
"description": "How the asteroids are generated",
|
||||
"description": "How the asteroids are generated, unless you supply a detail yourself using \"assetBundle\" and \"path\"",
|
||||
"$ref": "#/definitions/ProcGenModule"
|
||||
},
|
||||
"randomSeed": {
|
||||
"type": "integer",
|
||||
"description": "Number used to randomize asteroid positions",
|
||||
"format": "int32"
|
||||
},
|
||||
"assetBundle": {
|
||||
"type": "string",
|
||||
"description": "You can use this to load a custom asset or ingame object, instead of using ProcGen. It will be scaled by \"minSize\" and \"maxSize\", so ideally it should be near a 1 meter radius.\nThis is a relative filepath to an asset-bundle to load the prefab defined in `path` from."
|
||||
},
|
||||
"path": {
|
||||
"type": "string",
|
||||
"description": "You can use this to load a custom asset or ingame object, instead of using ProcGen. It will be scaled by \"minSize\" and \"maxSize\", so ideally it should be near a 1 meter radius.\nThis is either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle. "
|
||||
},
|
||||
"gravity": {
|
||||
"type": "number",
|
||||
"description": "Surface gravity of the asteroids.",
|
||||
"format": "float",
|
||||
"default": 1,
|
||||
"minimum": 0.0
|
||||
},
|
||||
"randomOrientation": {
|
||||
"type": "boolean",
|
||||
"description": "Should the detail of the asteroid be randomly oriented, or should it point towards the center.",
|
||||
"default": true
|
||||
}
|
||||
}
|
||||
},
|
||||
@ -4067,6 +4087,11 @@
|
||||
"description": "Scale to apply to the planet in map mode.",
|
||||
"format": "float",
|
||||
"default": 1.0
|
||||
},
|
||||
"selectable": {
|
||||
"type": "boolean",
|
||||
"description": "Can this ship log map mode entry be selected\nEx) Set to false for stars with no entries on them so they are skipped in navigation",
|
||||
"default": true
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
@ -4,16 +4,19 @@ namespace NewHorizons.Utility.Geometry
|
||||
{
|
||||
public class BoxShapeVisualizer : MonoBehaviour
|
||||
{
|
||||
BoxShape box;
|
||||
private BoxShape _box;
|
||||
|
||||
void Awake()
|
||||
public void Awake()
|
||||
{
|
||||
box = GetComponent<BoxShape>();
|
||||
_box = GetComponent<BoxShape>();
|
||||
}
|
||||
|
||||
void OnRenderObject()
|
||||
public void OnRenderObject()
|
||||
{
|
||||
Popcron.Gizmos.Cube(transform.TransformPoint(box.center), transform.rotation, Vector3.Scale(box.size, transform.lossyScale));
|
||||
if (Main.Debug && Main.VisualizeQuantumObjects)
|
||||
{
|
||||
Popcron.Gizmos.Cube(transform.TransformPoint(_box.center), transform.rotation, Vector3.Scale(_box.size, transform.lossyScale));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -16,6 +16,12 @@
|
||||
"value": false,
|
||||
"tooltip": "Enables the debug raycast, visible quantum object colliders, and debug options menu."
|
||||
},
|
||||
"VisualizeQuantumObjects": {
|
||||
"title": "Visualize Quantum Objects",
|
||||
"type": "toggle",
|
||||
"value": false,
|
||||
"tooltip": "Draws boundaries around quantum objects when Debug mode is on."
|
||||
},
|
||||
"VerboseLogs": {
|
||||
"title": "Verbose Logs",
|
||||
"type": "toggle",
|
||||
|
||||
@ -4,7 +4,7 @@
|
||||
"author": "xen, Bwc9876, JohnCorby, MegaPiggy, Trifid, and friends",
|
||||
"name": "New Horizons",
|
||||
"uniqueName": "xen.NewHorizons",
|
||||
"version": "1.24.6",
|
||||
"version": "1.25.0",
|
||||
"owmlVersion": "2.12.1",
|
||||
"dependencies": [ "JohnCorby.VanillaFix", "xen.CommonCameraUtility", "dgarro.CustomShipLogModes" ],
|
||||
"conflicts": [ "PacificEngine.OW_CommonResources" ],
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user