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- Reading the code, some major points:
- Planets have gravity (although it looks like it requires mass blocks to take affect unless there are changes I missed looks like it does!)
- const float GRAVITY_AT_CORE = 4.0f;
- const float DEFAULT_GRAVITY_RADIUS_KM = 50.0f;
- Gravity varies based on your distance from the core
- public Vector3 GetWorldGravity(Vector3D worldPoint)
- Planets can have an atmosphere
- bool m_hasAtmosphere = false;
- float m_maximumOxygen = 0.0f;
- Planets can have flora (appear to be randomly generated). There are three densities (LOW, MEDIUM, HIGH).
- public void SpawnFlora(Vector3D pos)
- Planets have orbitals
- Vector3D PlaceToOrbit(Vector3D pos,ref Vector3D gravity)
- Atmospheres have visual wavelengths, random shifts from red, blue, and green.
- public Vector3 AtmosphereWavelengths
- Planets can have mooooons (at varying sizes and distances)
- private const int MOONS_MAX = 2;
- private const int MOON_SIZE_MIN = 8 * 1000;
- private const int MOON_SIZE_MAX = 10 * 1000;
- Planets can have polar regions with ice fields
- private static MyMaterialLayer CreatePoleLayer
- Planets are setup to have specific ore probabilities in 5 to 8 layers.
- Planets are setup to generate hills and canyons as features.
- Planets have a probability for hostility
- <HostilityProbability>0.6</HostilityProbability>
- If there is too much pressure inside an atmosphere, you will take damage
- if (EnvironmentOxygenLevel > Definition.PressureLevelForLowDamage)
- There's an actual sun now, and you can change its day duration. The new sun is optional on world creation. This may only be for ME for now(?).
- other changes:
- Scenarios now have a hotjoin flag ("Can you join a running scenario?") and a new packet to accommodate this.
- New methods for imprecise collision detection between spheres and voxel bodies (probably for "ship hit the planet scotty")
- New checks for disabling block destruction. Solar wind will no longer deform blocks if it's set.
- Many new world creation fields, and many new debug fields.
- Scenarios have new timeout options (3 min, 5, 10, unlimited)
- There are new flags to disable blocks in survival mode and to hide them from your toolbar.
- New scenario conditions (ALL_OTHERS_LOST)
- Scenarios can display different win and lose tips.
- New flag to enable station voxels ("Station voxel support")
- Scenarios can have live counters (and there's a new settings box for it)
- There is a new material type - wood. There are also new models for trees. (this might be ME leakage).
- SE will likely eventually get ME's inventory system per code comments:
- // TODO: When this Inventory system is working well, remove it and use it as default for SE too
- The engine constants for Pi, km, and g have been slightly adjusted (could have side effects for existing precise creations)
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