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make focal gravity radius 0
i have no idea why i did 1 before as there is no reason to
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@ -15,7 +15,7 @@ namespace NewHorizons.Builder.General
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var gravityRadius = GM / 0.1f;
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var gravityRadius = GM / 0.1f;
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if (exponent == 2f) gravityRadius = Mathf.Sqrt(gravityRadius);
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if (exponent == 2f) gravityRadius = Mathf.Sqrt(gravityRadius);
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if (config.FocalPoint != null) gravityRadius = 1; // keep it at the lowest possible
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if (config.FocalPoint != null) gravityRadius = 0; // keep it at the lowest possible
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else if (config.Base.soiOverride != 0f) gravityRadius = config.Base.soiOverride;
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else if (config.Base.soiOverride != 0f) gravityRadius = config.Base.soiOverride;
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else if (config.Star != null) gravityRadius = Mathf.Min(gravityRadius, 15 * config.Base.surfaceSize);
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else if (config.Star != null) gravityRadius = Mathf.Min(gravityRadius, 15 * config.Base.surfaceSize);
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// To let you actually orbit things the way you would expect we cap this at 4x the diameter if its not a star (this is what giants deep has)
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// To let you actually orbit things the way you would expect we cap this at 4x the diameter if its not a star (this is what giants deep has)
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@ -49,7 +49,7 @@ namespace NewHorizons.Builder.General
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if (config.Base.surfaceGravity == 0) alignmentRadius = 0;
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if (config.Base.surfaceGravity == 0) alignmentRadius = 0;
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gravityVolume._alignmentRadius = config.Base.gravityAlignmentRadiusOverride ?? alignmentRadius;
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gravityVolume._alignmentRadius = config.Base.gravityAlignmentRadiusOverride ?? alignmentRadius;
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gravityVolume._upperSurfaceRadius = config.Base.surfaceSize;
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gravityVolume._upperSurfaceRadius = config.FocalPoint != null ? 0 : config.Base.surfaceSize;
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gravityVolume._lowerSurfaceRadius = 0;
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gravityVolume._lowerSurfaceRadius = 0;
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gravityVolume._layer = 3;
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gravityVolume._layer = 3;
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gravityVolume._priority = config.Base.gravityVolumePriority;
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gravityVolume._priority = config.Base.gravityVolumePriority;
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