v1.7.7.0 (Winter Update 2024)

This commit is contained in:
Regalis11
2024-12-11 13:26:13 +02:00
parent 7d5b7a310a
commit f6349b2175
256 changed files with 4794 additions and 1653 deletions
@@ -236,7 +236,7 @@ namespace Barotrauma
}
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f), Serialize(0.5f, IsPropertySaveable.Yes, description: "How much the individual wall cells are rounded. "
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f, DecimalCount = 2), Serialize(0.5f, IsPropertySaveable.Yes, description: "How much the individual wall cells are rounded. "
+ "Note that the final shape of the cells is also affected by the CellSubdivisionLength parameter.")]
public float CellRoundingAmount
{
@@ -247,7 +247,7 @@ namespace Barotrauma
}
}
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f), Serialize(0.1f, IsPropertySaveable.Yes, description: "How much random variance is applied to the edges of the cells. "
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f, DecimalCount = 2), Serialize(0.1f, IsPropertySaveable.Yes, description: "How much random variance is applied to the edges of the cells. "
+ "Note that the final shape of the cells is also affected by the CellSubdivisionLength parameter.")]
public float CellIrregularity
{
@@ -525,19 +525,19 @@ namespace Barotrauma
[Serialize(5, IsPropertySaveable.Yes, description: "The maximum number of corpses per wreck."), Editable(MinValueInt = 0, MaxValueInt = 20)]
public int MaxCorpseCount { get; set; }
[Serialize(0.0f, IsPropertySaveable.Yes, description: "How likely is it that a character set to be spawned as a corpse spawns as a human husk instead? Percentage from 0 to 1 per character."), Editable(MinValueFloat = 0, MaxValueFloat = 1)]
[Serialize(0.0f, IsPropertySaveable.Yes, description: "How likely is it that a character set to be spawned as a corpse spawns as a human husk instead? Percentage from 0 to 1 per character."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
public float HuskProbability { get; set; }
[Serialize(0.0f, IsPropertySaveable.Yes, description: "How likely is it that a Thalamus inhabits a wreck. Percentage from 0 to 1 per wreck."), Editable(MinValueFloat = 0, MaxValueFloat = 1)]
[Serialize(0.0f, IsPropertySaveable.Yes, description: "How likely is it that a Thalamus inhabits a wreck. Percentage from 0 to 1 per wreck."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
public float ThalamusProbability { get; set; }
[Serialize(0.5f, IsPropertySaveable.Yes, description: "How likely the water level of a hull inside a wreck is randomly set."), Editable(MinValueFloat = 0, MaxValueFloat = 1)]
[Serialize(0.5f, IsPropertySaveable.Yes, description: "How likely the water level of a hull inside a wreck is randomly set."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
public float WreckHullFloodingChance { get; set; }
[Serialize(0.1f, IsPropertySaveable.Yes, description: "The min water percentage of randomly flooding hulls in wrecks."), Editable(MinValueFloat = 0, MaxValueFloat = 1)]
[Serialize(0.1f, IsPropertySaveable.Yes, description: "The min water percentage of randomly flooding hulls in wrecks."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
public float WreckFloodingHullMinWaterPercentage { get; set; }
[Serialize(1.0f, IsPropertySaveable.Yes, description: "The min water percentage of randomly flooding hulls in wrecks."), Editable(MinValueFloat = 0, MaxValueFloat = 1)]
[Serialize(1.0f, IsPropertySaveable.Yes, description: "The min water percentage of randomly flooding hulls in wrecks."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
public float WreckFloodingHullMaxWaterPercentage { get; set; }
#endregion
@@ -602,6 +602,13 @@ namespace Barotrauma
private set;
}
[Serialize(1000.0f, IsPropertySaveable.Yes, description: "How deep inside the walls the wall texture extends to before fading to black."), Editable(minValue: 0.0f, maxValue: 10000.0f)]
public float WallTextureExpandInwardsAmount
{
get;
private set;
}
[Header("Colors")]
[Serialize("27,30,36", IsPropertySaveable.Yes), Editable]
public Color AmbientLightColor