Water flow logic tweaking:

- Less fluctuation, water doesn't constantly flow back and forth through gaps.
- Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs.
- Vertical gaps don't push characters up/down unless the character is roughly above/below the gap.

+ Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
This commit is contained in:
Joonas Rikkonen
2017-10-10 00:34:54 +03:00
parent c444186426
commit f46dc5da28
26 changed files with 190 additions and 203 deletions
@@ -365,7 +365,7 @@ namespace Barotrauma.Networking
if (hull.Submarine != respawnShuttle) continue;
hull.OxygenPercentage = 100.0f;
hull.Volume = 0.0f;
hull.WaterVolume = 0.0f;
}
foreach (Character c in Character.CharacterList)