(d9829ac) v0.9.4.0

This commit is contained in:
Regalis
2019-10-24 18:05:42 +02:00
parent 9aa12bcac2
commit b39922a074
319 changed files with 12516 additions and 6815 deletions
@@ -25,7 +25,8 @@ namespace Barotrauma.Items.Components
public PhysicsBody ParentBody;
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
[Serialize(100.0f, true, description: "The range of the emitted light. Higher values are more performance-intensive."),
Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f)]
public float Range
{
get { return range; }
@@ -40,8 +41,8 @@ namespace Barotrauma.Items.Components
public float Rotation;
[Editable(ToolTip = "Should structures cast shadows when light from this light source hits them. "+
"Disabling shadows increases the performance of the game, and is recommended for lights with a short range."), Serialize(true, true)]
[Editable, Serialize(true, true, description: "Should structures cast shadows when light from this light source hits them. " +
"Disabling shadows increases the performance of the game, and is recommended for lights with a short range.")]
public bool CastShadows
{
get { return castShadows; }
@@ -54,8 +55,8 @@ namespace Barotrauma.Items.Components
}
}
[Editable(ToolTip = "Lights drawn behind submarines don't cast any shadows and are much faster to draw than shadow-casting lights. "+
"It's recommended to enable this on decorative lights outside the submarine's hull."), Serialize(false, true)]
[Editable, Serialize(false, true, description: "Lights drawn behind submarines don't cast any shadows and are much faster to draw than shadow-casting lights. " +
"It's recommended to enable this on decorative lights outside the submarine's hull.")]
public bool DrawBehindSubs
{
get { return drawBehindSubs; }
@@ -68,7 +69,7 @@ namespace Barotrauma.Items.Components
}
}
[Editable, Serialize(false, true)]
[Editable, Serialize(false, true, description: "Is the light currently on.")]
public bool IsOn
{
get { return IsActive; }
@@ -83,7 +84,7 @@ namespace Barotrauma.Items.Components
}
}
[Serialize(0.0f, false)]
[Serialize(0.0f, false, description: "How heavily the light flickers. 0 = no flickering, 1 = the light will alternate between completely dark and full brightness.")]
public float Flicker
{
get { return flicker; }
@@ -93,7 +94,7 @@ namespace Barotrauma.Items.Components
}
}
[Editable, Serialize(0.0f, true)]
[Editable, Serialize(0.0f, true, description: "How rapidly the light blinks on and off (in Hz). 0 = no blinking.")]
public float BlinkFrequency
{
get { return blinkFrequency; }
@@ -103,7 +104,7 @@ namespace Barotrauma.Items.Components
}
}
[InGameEditable, Serialize("1.0,1.0,1.0,1.0", true)]
[InGameEditable, Serialize("255,255,255,255", true, description: "The color of the emitted light (R,G,B,A).")]
public Color LightColor
{
get { return lightColor; }