From 7698bedf3ca611600ccbd399fba51ce18e0e6bdc Mon Sep 17 00:00:00 2001 From: DeltaDizzy Date: Mon, 20 May 2024 15:39:44 -0500 Subject: [PATCH] Simplify float and texture data types (#59) * replace mentions of "double" or "single" with "float * Make data types less progammmery step 1 * latitudeDouble is a proper noun * texture2d -> texture * Merge branch 'data-types-simple' * change float to decimal --- content/Atmosphere/Atmosphere.md | 16 ++++---- content/Atmosphere/AtmosphereFromGround.md | 10 ++--- content/Body.md | 2 +- content/HazardousBody.md | 2 +- content/Ocean.md | 8 ++-- content/Orbit.md | 18 ++++----- content/PQSMods/HeightColorMap.md | 6 +-- content/PQSMods/HeightColorMap2.md | 10 ++--- content/PQSMods/LandControl/LandClasses.md | 36 ++++++++--------- content/PQSMods/LandControl/LandControl.md | 20 +++++----- .../LandControl/ModularScatter/HeatEmitter.md | 2 +- .../ModularScatter/LightEmitter.md | 22 +++++----- .../LandControl/ScatterMaterialType.md | 36 ++++++++--------- content/PQSMods/PQS.md | 18 ++++----- content/PQSMods/VertexColorMapBlend.md | 2 +- content/PQSMods/VertexHeightMap.md | 4 +- content/PQSMods/VertexHeightNoise.md | 8 ++-- .../VertexHeightNoiseVertHeightCurve2.md | 16 ++++---- content/PQSMods/VertexSimplexHeight.md | 8 ++-- .../PQSMods/VertexSimplexHeightAbsolute.md | 6 +-- content/PQSMods/VertexSimplexNoiseColor.md | 6 +-- content/Particles-old.md | 16 ++++---- content/Particles.md | 18 ++++----- content/Properties/Biome.md | 2 +- content/Properties/Properties.md | 26 ++++++------ content/Properties/ScienceValues.md | 18 ++++----- content/Rings.md | 16 ++++---- content/ScaledVersion/Corona.md | 12 +++--- content/ScaledVersion/Light.md | 16 ++++---- content/ScaledVersion/Material.md | 10 ++--- content/ScaledVersion/ScaledVersion.md | 4 +- content/SpaceCenter.md | 28 ++++++------- content/datatypes.md | 2 +- content/kex/CometTails.md | 18 ++++----- content/kex/EmissiveFX.md | 8 ++-- content/kex/ProceduralGasGiants.md | 14 +++---- content/kex/ReentryEffects.md | 40 +++++++++---------- content/kex/VertexHeightDeformity.md | 2 +- content/kex/VertexHeightMap16.md | 4 +- content/kex/Wormholes.md | 12 +++--- 40 files changed, 261 insertions(+), 261 deletions(-) diff --git a/content/Atmosphere/Atmosphere.md b/content/Atmosphere/Atmosphere.md index 6454fa0..35422d8 100644 --- a/content/Atmosphere/Atmosphere.md +++ b/content/Atmosphere/Atmosphere.md @@ -85,14 +85,14 @@ Body |oxygen|Boolean|Whether the atmosphere contains oxygen. Used for whether jet engines should work in the atmosphere.| |ambientColor|Color|All objects inside of the atmosphere will slightly shine in this color.| |lightColor|Color|(Deprecated) Sets the AFG `waveLength` to this value. If AFG is not included, it automatically creates a new AFG.| -|staticDensityASL|Float|Atmospheric density at sea level. Used to calculate the parameters of the atmosphere if no curves are used.| -|staticPressureASL|Float|The static pressure at sea level in kPa. Used to calculate the parameters of the atmosphere if no curves are used. It is displayed in KSP under the body information.| -|temperatureSeaLevel|Float|The static temperature in Kelvin at sea level. Used to calculate the parameters of the atmosphere if no curves are used.| -|adiabaticIndex|Float|?| -|atmosphereDepth|Float|(Also `altitude`,`maxAltitude`) The atmosphere cutoff altitude/height of the atmosphere.| -|gasMassLapseRate|Float|?| -|atmosphereMolarMass|Float|?| -|temperatureLapseRate|Float|?| +|staticDensityASL|Decimal|Atmospheric density at sea level. Used to calculate the parameters of the atmosphere if no curves are used.| +|staticPressureASL|Decimal|The static pressure at sea level in kPa. Used to calculate the parameters of the atmosphere if no curves are used. It is displayed in KSP under the body information.| +|temperatureSeaLevel|Decimal|The static temperature in Kelvin at sea level. Used to calculate the parameters of the atmosphere if no curves are used.| +|adiabaticIndex|Decimal|?| +|atmosphereDepth|Decimal|(Also `altitude`,`maxAltitude`) The atmosphere cutoff altitude/height of the atmosphere.| +|gasMassLapseRate|Decimal|?| +|atmosphereMolarMass|Decimal|?| +|temperatureLapseRate|Decimal|?| |pressureCurveIsNormalized|Boolean|Whether the pressure curve height values should use absolute (0 - atmosphereDepth) or relative (0 - 1) values.| |pressureCurve|FloatCurve|Assigns a pressure value (in kPa) to a height value inside of the atmosphere.| |temperatureCurveIsNormalized|Boolean|Whether the temperature curve should use absolute (0 - atmosphereDepth) or relative (0 - 1) values.| diff --git a/content/Atmosphere/AtmosphereFromGround.md b/content/Atmosphere/AtmosphereFromGround.md index 4a6b4d7..2481367 100644 --- a/content/Atmosphere/AtmosphereFromGround.md +++ b/content/Atmosphere/AtmosphereFromGround.md @@ -25,13 +25,13 @@ Atmosphere |--------|------|-----------| |DEBUG_alwaysUpdateAll|Boolean|Whether all parameters should get recalculated and reapplied every frame.| |doScale|Boolean|Whether the atmosphere mesh should be scaled automatically.| -|innerRadius|Float|The lower bound of the atmosphere effect in 1/6000ths of a meter.| -|outerRadius|Float|The upper bound of the atmosphere effect in 1/6000ths of a meter.| +|innerRadius|Decimal|The lower bound of the atmosphere effect in 1/6000ths of a meter.| +|outerRadius|Decimal|The upper bound of the atmosphere effect in 1/6000ths of a meter.| |invWaveLength|BandOffset|The inverse wavelength. Either this OR `waveLength` should be used. The inverse wavelength is equivalent to each of the color values of the `waveLength` as x: `1/(x^4)` with an alpha of 0.5.| |waveLength|BandOffset|The wavelength of the atmosphere. Either this OR `invWaveLength` should be used. The wavelength is equal to each of the color values of the `invWaveLength` as x: `sqrt(sqrt(1/x))` with an alpha of 0.5.| -|samples|Float|?| +|samples|Decimal|?| |transformScale|Vector3|The scale of the atmosphere mesh in all three directions. Automatically set if `doScale` is enabled. If this is set, then `doScale` is set to false automatically.| -|innerRadiusMult|Float|A multiplier that automatically sets innerRadius based on the planet's radius. Replaces `innerRadius`.| -|outerRadiusMult|Float|A multiplier that automatically sets outerRadius based on the planet's radius. Replaces `outerRadius`.| +|innerRadiusMult|Decimal|A multiplier that automatically sets innerRadius based on the planet's radius. Replaces `innerRadius`.| +|outerRadiusMult|Decimal|A multiplier that automatically sets outerRadius based on the planet's radius. Replaces `outerRadius`.| BandOffset is an input type unique to AtmosphereFromGround and is not strictly a color. Instead, it is the amount a series of specifically-colored bands are offset up and down. The way in which these bands overlap determine the atmosphere color. Note that in `waveLength`, a value of 1 means the band is all the way down. diff --git a/content/Body.md b/content/Body.md index 8f5a015..f563e90 100644 --- a/content/Body.md +++ b/content/Body.md @@ -71,7 +71,7 @@ The `Body { }` node contains all the aspects of a body and describes the essenti |barycenter|Boolean|Whether the body should act as a barycenter. Also makes the body unselectable.| |cbNameLater|Text|(Deprecated, use `Properties/displayName` to change the name instead.) Applies a name change after loading the body.| |identifier|Text|The Unique Body Identifier (UBI) for the body. Used in the [Interstellar Consortium](https://forum.kerbalspaceprogram.com/index.php?/topic/177439-kopernicus-interstellar-consortium/) and follows the format `System/Body`.| -|self|List of String List|(Optional) The UBIs that the body implements. Each line in this node should have the key "implements" and have a String[] as a value.| +|implements|Text|(Optional) The UBIs that the body implements. Any number of these can be used. Each line should have the key "implements" and have a UBI as the value.| |finalizeOrbit|Boolean|Whether the orbit of the body should be finalized.| |randomMainMenuBody|Boolean|Whether the body should have a chance at being displayed on the Main Menu.| |contractWeight|Integer|How often contracts should be generated for a body. Default is 30.| diff --git a/content/HazardousBody.md b/content/HazardousBody.md index 24da475..5d742d4 100644 --- a/content/HazardousBody.md +++ b/content/HazardousBody.md @@ -57,7 +57,7 @@ Body |--------|------|-----------| |sumTemp|Boolean|Whether or not to add the ambientTemp to the calculated temperature.| |biomeName|Text|Optional. This limits this instance of HazardousBody to the specified biome.| -|ambientTemp|Float|Optional, defaults to 0. This is the base temperature before applying modifiers such as the Alt/Lon/Lat Curves and the HeatMap. After all such modifiers are applied, if the new temperature is higher than KSP's default ambient temperature, then the new one will be applied. If KSP's is higher, KSP's shall be used instead.| +|ambientTemp|Decimal|Optional, defaults to 0. This is the base temperature before applying modifiers such as the Alt/Lon/Lat Curves and the HeatMap. After all such modifiers are applied, if the new temperature is higher than KSP's default ambient temperature, then the new one will be applied. If KSP's is higher, KSP's shall be used instead.| |HeatMap|File Path|Optional. A greyscale map for fine control of the ambient temperature. It acts as a multiplier map. Black = 0, White = 1.| |AltitudeCurve|FloatCurve|Optional, defaults to 1 at all altitudes. A multiplier of the average heat that gets applied at a certain altitude.| |LatitudeCurve|FloatCurve|Optional, defaults to 1 at all latitudes. A multiplier of the average heat that gets applied at a certain latitude.| diff --git a/content/Ocean.md b/content/Ocean.md index 776471b..011762a 100644 --- a/content/Ocean.md +++ b/content/Ocean.md @@ -113,9 +113,9 @@ Body |--------|------|-----------| |ocean|Boolean|Whether the ocean is enabled.| |oceanColor|Color|The color of the ocean on the map.| -|oceanHeight|Float|The height of the ocean in meters.| -|density|Float|The density of the ocean in g/m3. 1 is the density of actual water.| +|oceanHeight|Decimal|The height of the ocean in meters.| +|density|Decimal|The density of the ocean in g/m3. 1 is the density of actual water.| |minLevel|Integer|The PQS minimum level of triangles needed to display the ocean. Advised not to touch.| |maxLevel|Integer|The PQS maximum level of triangles needed to display the ocean.| -|minDetailDistance|Float|The minimum detail distance of ???.| -|maxQuadLengthsPerFrame|Float|Unknown use. Advised not to touch.| +|minDetailDistance|Decimal|The minimum detail distance of ???.| +|maxQuadLengthsPerFrame|Decimal|Unknown use. Advised not to touch.| diff --git a/content/Orbit.md b/content/Orbit.md index df4fbf2..98a8abd 100644 --- a/content/Orbit.md +++ b/content/Orbit.md @@ -26,15 +26,15 @@ Orbit |--------|------|-----------| |referenceBody|Text|The `name` of the object the body orbits.| |color|Color|The color of the orbit line. See [the DataTypes page]({{ site.baseurl }}{% link content/datatypes.md %}) for more info on colors.| -|inclination|Float|The tilt of the orbit in degrees. 0 = normal, 90 = polar, 180 = retrograde, etc...| -|eccentricity|Float|The difference between your body's apoapsis and periapsis. It is a value between 0 and 1, where 0 is a perfect circle, and 1 is a straight line. 0.5 would give an oval shape.| -|period|Float|The custom orbital period in seconds. This can be used to set extreme orbital periods.| -|[semiMajorAxis](https://en.wikipedia.org/wiki/Semi-major_and_semi-minor_axes)|Float|The average altitude of the body above its `referenceBody`'s center.| -|longitudeOfAscendingNode|Float|The longitude at where the body crosses the `referenceBody`'s equator. It relies on `inclination`.| -|argumentOfPeriapsis|Float|The longitude of the `referenceBody` where the body's periapsis is.| -|[meanAnomalyAtEpoch](https://en.wikipedia.org/wiki/Mean_anomaly)|Float|The position of the body along the orbit, in radians, at the specified epoch between 0 and 2π, where 0 is the periapsis and π is the apoapsis.| -|meanAnomalyAtEpochD|Float|Similar to `meanAnomalyAtEpoch`, but is in degrees instead of radians. Useful for more precise measurement.| -|epoch|Float|The epoch at which `meanAnomalyAtEpoch` is described. Typically should be at 0 for best accuracy.| +|inclination|Decimal|The tilt of the orbit in degrees. 0 = normal, 90 = polar, 180 = retrograde, etc...| +|eccentricity|Decimal|The difference between your body's apoapsis and periapsis. It is a value between 0 and 1, where 0 is a perfect circle, and 1 is a straight line. 0.5 would give an oval shape.| +|period|Decimal|The custom orbital period in seconds. This can be used to set extreme orbital periods.| +|[semiMajorAxis](https://en.wikipedia.org/wiki/Semi-major_and_semi-minor_axes)|Decimal|The average altitude of the body above its `referenceBody`'s center.| +|longitudeOfAscendingNode|Decimal|The longitude at where the body crosses the `referenceBody`'s equator. It relies on `inclination`.| +|argumentOfPeriapsis|Decimal|The longitude of the `referenceBody` where the body's periapsis is.| +|[meanAnomalyAtEpoch](https://en.wikipedia.org/wiki/Mean_anomaly)|Decimal|The position of the body along the orbit, in radians, at the specified epoch between 0 and 2π, where 0 is the periapsis and π is the apoapsis.| +|meanAnomalyAtEpochD|Decimal|Similar to `meanAnomalyAtEpoch`, but is in degrees instead of radians. Useful for more precise measurement.| +|epoch|Decimal|The epoch at which `meanAnomalyAtEpoch` is described. Typically should be at 0 for best accuracy.| |iconColor|[Color]({{ site.baseurl }}{% link content/datatypes.md %})|(Also nodeColor) The color of the orbit icon/node.| |iconTexture|File Path|The path to the custom icon texture.| |mode|OrbitDrawMode|Orbit Draw Mode. Possible values are `OFF`, `REDRAW_ONLY`, `REDRAW_AND_FOLLOW`, and `REDRAW_AND_RECALCULATE`. Default is `REDRAW_AND_RECALCULATE`.| diff --git a/content/PQSMods/HeightColorMap.md b/content/PQSMods/HeightColorMap.md index 636d4a1..45b653b 100644 --- a/content/PQSMods/HeightColorMap.md +++ b/content/PQSMods/HeightColorMap.md @@ -33,7 +33,7 @@ PQS |Property|Format|Description| |--------|------|-----------| -|blend|Float|The blend between the LandClasses.| +|blend|Decimal|The blend between the LandClasses.| ## LandClasses The `LandClasses { }` wraps several `LandClass { }` nodes that describe an individual region's color as defined by altitudes. @@ -42,6 +42,6 @@ The `LandClasses { }` wraps several `LandClass { }` nodes that describe an indiv |--------|------|-----------| |name|Text|The name of the LandClass.| |color|Color|The color to be applied to the LandClass.| -|altitudeStart|Float|The starting altitude of the LandClass. NOTE: Altitude is measured in fractions of valid PQS height: `altitude = (vertexHeight - vertexMinHeightOfPQS) / vertexHeightDeltaOfPQS`.| -|altitudeEnd|Float|The ending altitude of the LandClass. Follows same measurement unit as `altitudeStart`.| +|altitudeStart|Decimal|The starting altitude of the LandClass. NOTE: Altitude is measured in fractions of valid PQS height: `altitude = (vertexHeight - vertexMinHeightOfPQS) / vertexHeightDeltaOfPQS`.| +|altitudeEnd|Decimal|The ending altitude of the LandClass. Follows same measurement unit as `altitudeStart`.| |lerpToNext|Boolean|Whether to blend into the next LandClass. Highly recommended to set to true on all but the last LandClass.| diff --git a/content/PQSMods/HeightColorMap2.md b/content/PQSMods/HeightColorMap2.md index 62e5902..e207349 100644 --- a/content/PQSMods/HeightColorMap2.md +++ b/content/PQSMods/HeightColorMap2.md @@ -73,9 +73,9 @@ PQS |Property|Format|Description| |--------|------|-----------| -|blend|Float|The blend between the LandClasses.| -|minHeight|Float|The minimum height, or `0.0` altitude, of a LandClass.| -|maxHeight|Float|The maxmium height, or `1.0` altitude, of a LandClass.| +|blend|Decimal|The blend between the LandClasses.| +|minHeight|Decimal|The minimum height, or `0.0` altitude, of a LandClass.| +|maxHeight|Decimal|The maxmium height, or `1.0` altitude, of a LandClass.| ## LandClasses The `LandClasses { }` wraps several `LandClass { }` nodes that describe an individual region's color as defined by altitudes. @@ -84,6 +84,6 @@ The `LandClasses { }` wraps several `LandClass { }` nodes that describe an indiv |--------|------|-----------| |name|Text|The name of the LandClass.| |color|Color|The color to be applied to the LandClass.| -|altitudeStart|Float|The starting altitude of the LandClass. NOTE: Altitude is measured in fractions of defined height: `altitude = (height - minHeight) / (maxHeight - minHeight)`.| -|altitudeEnd|Float|The ending altitude of the LandClass. Follows same measurement unit as `altitudeStart`.| +|altitudeStart|Decimal|The starting altitude of the LandClass. NOTE: Altitude is measured in fractions of defined height: `altitude = (height - minHeight) / (maxHeight - minHeight)`.| +|altitudeEnd|Decimal|The ending altitude of the LandClass. Follows same measurement unit as `altitudeStart`.| |lerpToNext|Boolean|Whether to blend into the next LandClass. Highly recommended to set to true on all but the last LandClass.| diff --git a/content/PQSMods/LandControl/LandClasses.md b/content/PQSMods/LandControl/LandClasses.md index f33e101..7e3bcd0 100644 --- a/content/PQSMods/LandControl/LandClasses.md +++ b/content/PQSMods/LandControl/LandClasses.md @@ -81,45 +81,45 @@ LandControl |Property|Format|Description| |--------|------|-----------| |name|Text|The name of the LandClass.| -|alterApparentHeight|Float|Supposedly adjusts the terrain's appearance. Only ever observed in the practice of forming icecaps.| -|alterRealHeight|Float|Supposedly adjusts the terrain's actual height.| -|minimumRealHeight|Float|The minimum height of the LandClass's terrain.| +|alterApparentHeight|Decimal|Supposedly adjusts the terrain's appearance. Only ever observed in the practice of forming icecaps.| +|alterRealHeight|Decimal|Supposedly adjusts the terrain's actual height.| +|minimumRealHeight|Decimal|The minimum height of the LandClass's terrain.| |color|Color|The color of the region.| -|coverageBlend|Float|The blend of the coverage with surrounding LandClasses.| -|coverageFrequency|Float|The size of the each feature of the LandClass coverage. As frequency gets bigger, size gets smaller.| +|coverageBlend|Decimal|The blend of the coverage with surrounding LandClasses.| +|coverageFrequency|Decimal|The size of the each feature of the LandClass coverage. As frequency gets bigger, size gets smaller.| |coverageOctaves|Integer|The amount of blanketing over the LandClass coverage. Higher octaves mean rougher coverage.| -|coveragePersistance|Float|The complexity of or amount of detail in the LandClass coverage.| +|coveragePersistance|Decimal|The complexity of or amount of detail in the LandClass coverage.| |coverageSeed|Integer|The random seed of the LandClass coverage.| -|noiseBlend|Float|The blend of the LandClass noise with adjacent terrain.| -|noiseFrequency|Float|The size of the each feature of the LandClass noise. As frequency gets bigger, size gets smaller.| +|noiseBlend|Decimal|The blend of the LandClass noise with adjacent terrain.| +|noiseFrequency|Decimal|The size of the each feature of the LandClass noise. As frequency gets bigger, size gets smaller.| |noiseOctaves|Integer|The amount of blanketing over the LandClass noise. Higher octaves mean rougher noise.| -|noisePersistance|Float|The complexity of or amount of detail in the LandClass noise.| +|noisePersistance|Decimal|The complexity of or amount of detail in the LandClass noise.| |noiseSeed|Integer|The random seed of the LandClass noise.| |noiseColor|Color|The main color of the noise to be added to the LandClass.| -|latDelta|Float|The change between min and max of ~~the latitude specified.~~ 0 latitude?| -|latitudeFloat|Boolean|Whether to use a second latitude range - could be used for mirroring over the equator.| -|lonDelta|Float|The change between min and max of ~~the longitude specified.~~ 0 longitude?| +|latDelta|Decimal|The change between min and max of ~~the latitude specified.~~ 0 latitude?| +|latitudeDouble|Boolean|Whether to use a second latitude range - could be used for mirroring over the equator.| +|lonDelta|Decimal|The change between min and max of ~~the longitude specified.~~ 0 longitude?| |altitudeRange|LerpRange|Determines the heights at which the LandClass encompasses.| |latitudeRange|LerpRange|Determines the latitudes at which the LandClass encompasses.| |latitudeFloatRange|LerpRange|Determines the second latitudes at which the LandClass encompasses - only used if `latitudeFloat` is true.| |longitudeRange|LerpRange|Determines the longitudes at which the LandClass encompasses.| ## LerpRange -Each `LerpRange { }` node describes a range of numbers to encompass, or lerp over. These ranges are applied to each dimension. The image below describes the valid ranges for latitude and longitude, with a handy diagram at the bottom for a visual description of the coverage of the LandClass over a single "dimension." Areas where coverage is not complete are determined by the `coverage___` properties. +Each `LerpRange { }` node describes a range of numbers to encompass, or lerp over. These ranges are applied to each dimension. The image below describes the valid ranges for latitude and longitude, with a handy diagram at the bottom for a visual description of the coverage of the LandClass over a Float "dimension." Areas where coverage is not complete are determined by the `coverage___` properties. ![alttext](https://media.discordapp.net/attachments/717082915565076491/717506199100194876/LANDCONTROL.png) |Property|Format|Description| |--------|------|-----------| -|startStart|Float|The true start of the LandClass coverage. Coverage before this point is non-existent, while coverage after this point is sparse.| -|startEnd|Float|The end of the starting area of the LandClass coverage. Coverage before this point is sparse, while coverage after this point is complete.| -|endStart|Float|The start of the ending area of the LandClass coverage. Coverage before this point is complete, while coverage after this point is sparse.| -|endEnd|Float|The true end of the LandClass coverage. Coverage before this point is sparse, while coverage after this point is non-existent.| +|startStart|Decimal|The true start of the LandClass coverage. Coverage before this point is non-existent, while coverage after this point is sparse.| +|startEnd|Decimal|The end of the starting area of the LandClass coverage. Coverage before this point is sparse, while coverage after this point is complete.| +|endStart|Decimal|The start of the ending area of the LandClass coverage. Coverage before this point is complete, while coverage after this point is sparse.| +|endEnd|Decimal|The true end of the LandClass coverage. Coverage before this point is sparse, while coverage after this point is non-existent.| ## Scatters Although not a true scatters node, the `Scatters { }` node in a LandClass node has a list of values in which each modifies the density of the scatter's use in the LandClass. |Property|Format|Description| |--------|------|-----------| -|density|Float|The amount to modify the scatter's density with. Seems to be multiplied with the scatter's `maxScatter`?| +|density|Decimal|The amount to modify the scatter's density with. Seems to be multiplied with the scatter's `maxScatter`?| |scatterName|Text|The name of the scatter to modify the density of.| diff --git a/content/PQSMods/LandControl/LandControl.md b/content/PQSMods/LandControl/LandControl.md index 7a38bff..12db9d4 100644 --- a/content/PQSMods/LandControl/LandControl.md +++ b/content/PQSMods/LandControl/LandControl.md @@ -64,19 +64,19 @@ PQS |createScatters|Boolean|Whether to create scatters.| |heightMap|File Path|Use currently unknown - could be using it as a mask?| |useHeightMap|Boolean|Whether to use the height map for...?| -|vHeightMax|Float|The max height for the height map?| -|altitudeBlend|Float|The blend amount with adjacent terrain.| -|altitudeFrequency|Float|The size of the each feature of the terrain noise. As frequency gets bigger, size gets smaller.| +|vHeightMax|Decimal|The max height for the height map?| +|altitudeBlend|Decimal|The blend amount with adjacent terrain.| +|altitudeFrequency|Decimal|The size of the each feature of the terrain noise. As frequency gets bigger, size gets smaller.| |altitudeOctaves|Integer|The amount of blanketing over the noise. Higher octaves mean rougher noise.| -|altitudePersistance|Float|The complexity of or amount of detail in the noise.| +|altitudePersistance|Decimal|The complexity of or amount of detail in the noise.| |altitudeSeed|Integer|The random seed of the noise.| -|latitudeBlend|Float|The blend amount with adjacent terrain.| -|latitudeFrequency|Float|The size of the each feature of the terrain noise. As frequency gets bigger, size gets smaller.| +|latitudeBlend|Decimal|The blend amount with adjacent terrain.| +|latitudeFrequency|Decimal|The size of the each feature of the terrain noise. As frequency gets bigger, size gets smaller.| |latitudeOctaves|Integer|The amount of blanketing over the noise. Higher octaves mean rougher noise.| -|latitudePersistance|Float|The complexity of or amount of detail in the noise.| +|latitudePersistance|Decimal|The complexity of or amount of detail in the noise.| |latitudeSeed|Integer|The random seed of the noise.| -|longitudeBlend|Float|The blend amount with adjacent terrain.| -|longitudeFrequency|Float|The size of the each feature of the terrain noise. As frequency gets bigger, size gets smaller.| +|longitudeBlend|Decimal|The blend amount with adjacent terrain.| +|longitudeFrequency|Decimal|The size of the each feature of the terrain noise. As frequency gets bigger, size gets smaller.| |longitudeOctaves|Integer|The amount of blanketing over the noise. Higher octaves mean rougher noise.| -|longitudePersistance|Float|The complexity of or amount of detail in the noise.| +|longitudePersistance|Decimal|The complexity of or amount of detail in the noise.| |longitudeSeed|Integer|The random seed of the noise.| diff --git a/content/PQSMods/LandControl/ModularScatter/HeatEmitter.md b/content/PQSMods/LandControl/ModularScatter/HeatEmitter.md index 4ef7b3a..518a0e6 100644 --- a/content/PQSMods/LandControl/ModularScatter/HeatEmitter.md +++ b/content/PQSMods/LandControl/ModularScatter/HeatEmitter.md @@ -34,5 +34,5 @@ Many parameters function identically to corresponding parameters in [HazardousBo |Property|Format|Description| |--------|------|-----------| -|temperature|Float|The ambient temperature, corresponds to `ambientTemp` in HazardousBody.| +|temperature|Decimal|The ambient temperature, corresponds to `ambientTemp` in HazardousBody.| |DistanceCurve|FloatCurve|Float curve that associates a distance from the scatter with a `temperature` multiplier.| diff --git a/content/PQSMods/LandControl/ModularScatter/LightEmitter.md b/content/PQSMods/LandControl/ModularScatter/LightEmitter.md index aa5cb37..49ffbf8 100644 --- a/content/PQSMods/LandControl/ModularScatter/LightEmitter.md +++ b/content/PQSMods/LandControl/ModularScatter/LightEmitter.md @@ -38,20 +38,20 @@ LandControl |--------|------|-----------| |type|LightType|The type of light to be emitted from the scatter. Values are `Spot`, `Directional` (more resource-intensive), `Point`, `Rectangle` (rectangle-shaped area light that affects only baked lightmaps and lightprobes), or `Disc` (disc-shaped area light that affects only baked lightmaps and lightprobes).| |color|Color|The color of light to be emitted.| -|colorTemperature|Float|The color temperature of the light. Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. Candle light is 1800K.| -|intensity|Float|The intensity of the light.| -|bounceIntensity|Float|The intensity of the light after bouncing off a surface?| +|colorTemperature|Decimal|The color temperature of the light. Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. Candle light is 1800K.| +|intensity|Decimal|The intensity of the light.| +|bounceIntensity|Decimal|The intensity of the light after bouncing off a surface?| |shadows|LightShadows|The shadow that the light should cast. Values are `None`, `Hard`, and `Soft`. Default is `None`.| -|shadowStrength|Float|The strength of the shadows formed by the light.| +|shadowStrength|Decimal|The strength of the shadows formed by the light.| |shadowResolution|LightShadowResolution|The resolution of the shadow map. Values are `FromQualitySettings`, `Low`, `Medium`, `High`, and `VeryHigh`.| |shadowCustomResolution|Integer|The custom resolution of the shadow map. By default, shadow map resolution is computed from its importance on screen. Setting this property to a value greater than zero will override that behavior. Please note that the shadow map resolution will still be rounded to the nearest power of two and capped by memory and hardware limits.| -|shadowBias|Float|Shadow mapping constant bias. Shadow caster surfaces are pushed by this world-space amount away from the light, to help prevent self-shadowing ("shadow acne") artifacts.| -|shadowNormalBias|Float|Shadow mapping normal-based bias. Shadow caster surfaces are pushed inwards along their normals by this amount, to help prevent self-shadowing ("shadow acne") artifacts. Units of normal-based bias are expressed in terms of shadowmap texel size; typically values between 0.3-0.7 work well. Larger values prevent shadow acne better, at expense of making shadow shape smaller than the object actually is. Currently normal-based bias is only implemented for directional lights; it has no effect for other light types.| -|shadowNearPlane|Float|Near plane value to use for shadow frustums. This determines how close to the light shadows will stop being rendered from an object.| -|range|Float|The range of the light. (in meters?)| -|spotAngle|Float|The angle of the light's spotlight cone in degrees. This is used primarily for Spot lights and has no effect for Point lights.| -|innerSpotAngle|Float|The angle of the light's spotlight inner cone in degrees. This is only used for Spot lights.| -|cookieSize|Float|The size of a directional light's cookie.| +|shadowBias|Decimal|Shadow mapping constant bias. Shadow caster surfaces are pushed by this world-space amount away from the light, to help prevent self-shadowing ("shadow acne") artifacts.| +|shadowNormalBias|Decimal|Shadow mapping normal-based bias. Shadow caster surfaces are pushed inwards along their normals by this amount, to help prevent self-shadowing ("shadow acne") artifacts. Units of normal-based bias are expressed in terms of shadowmap texel size; typically values between 0.3-0.7 work well. Larger values prevent shadow acne better, at expense of making shadow shape smaller than the object actually is. Currently normal-based bias is only implemented for directional lights; it has no effect for other light types.| +|shadowNearPlane|Decimal|Near plane value to use for shadow frustums. This determines how close to the light shadows will stop being rendered from an object.| +|range|Decimal|The range of the light. (in meters?)| +|spotAngle|Decimal|The angle of the light's spotlight cone in degrees. This is used primarily for Spot lights and has no effect for Point lights.| +|innerSpotAngle|Decimal|The angle of the light's spotlight inner cone in degrees. This is only used for Spot lights.| +|cookieSize|Decimal|The size of a directional light's cookie.| |cookie|File Path|The path to the cookie texture projected by the light. If the cookie is a cube map, the light will become a Point light. Note that cookies are only displayed for pixel lights.| |flare|Flare|The flare asset to use for this light.| |renderMode|LightRenderMode|How to render the light. Pixel lights render slower but look better, especially on not very highly tesselated geometry. Some effects (e.g. bumpmapping) are only displayed for pixel lights. Values are `Auto`, `ForcePixel`, and `ForceVertex`.| diff --git a/content/PQSMods/LandControl/ScatterMaterialType.md b/content/PQSMods/LandControl/ScatterMaterialType.md index a97af7e..227ddc1 100644 --- a/content/PQSMods/LandControl/ScatterMaterialType.md +++ b/content/PQSMods/LandControl/ScatterMaterialType.md @@ -10,7 +10,7 @@ The contents of the `Material {}` node can very greatly and depend on the value Material { color = Color, default is 1,1,1,1 - mainTex = Texture2D, default is white + mainTex = Texture, default is white mainTexScale = vector2 mainTexOffset = vector2 } @@ -21,10 +21,10 @@ Material Material { color = Color, default is 1,1,1,1 - mainTex = Texture2D, default is white + mainTex = Texture, default is white mainTexScale = vector2 mainTexOffset = vector2 - bumpMap = texture2d, default is "bump" + bumpMap = Texture, default is "bump" bumpMapScale = vector2 bumpMapOffset = vector2 } @@ -35,10 +35,10 @@ Material Material { color = Color, default is 1,1,1,1 - mainTex = Texture2D, default is white + mainTex = Texture, default is white mainTexScale = vector2 mainTexOffset = vector2 - detail = texture2d, default is "gray" + detail = Texture, default is "gray" detailScale = vector2 detailOffset = vector2 } @@ -49,7 +49,7 @@ Material Material { color = Color, default is 1,1,1,1 - mainTex = Texture2D, default is white + mainTex = Texture, default is white mainTexScale = vector2 mainTexOffset = vector2 diff = Float, default is 2 @@ -61,7 +61,7 @@ Material Material { color = Color, default is 1,1,1,1 - mainTex = Texture2D, default is white + mainTex = Texture, default is white mainTexScale = vector2 mainTexOffset = vector2 cutoff = Float, default is 0.5 @@ -73,13 +73,13 @@ Material Material { color = Color, default is 1,1,1,1 - mainTex = Texture2D, default is white + mainTex = Texture, default is white mainTexScale = vector2 mainTexOffset = vector2 texCutoff = Float, default is 0.5 fogColor = Color, default is 0,0,1,1 - heightFallOff = single, default is 1 - globalDensity = single, default is 1 + heightFallOff = Float, default is 1 + globalDensity = Float, default is 1 atmosphereDepth = Float, default is 1 } ``` @@ -89,7 +89,7 @@ Material Material { color = Color, default is 1,1,1,1 - mainTex = Texture2D, default is white + mainTex = Texture, default is white mainTexScale = vector2 mainTexOffset = vector2 cutoff = Float, default is 0.5, Alpha Cutoff @@ -102,27 +102,27 @@ Material specularHighlights = Boolean, default is true glossyReflections = Boolean, default is true bumpScale = Float, default is 1 - bumpMap = texture2d, default is "bump" + bumpMap = Texture, default is "bump" bumpMapScale = vector2 bumpMapOffset = vector2 parallax = Float, default is 0.02, height scale - parallaxMap = texture2d, default is black + parallaxMap = Texture, default is black parallaxMapOffset = Vector2 occlusionStrength = Float, default is 1 - occlusionMap = Texture2D, default is white + occlusionMap = Texture, default is white occlusionMapScale = Vector2 occlusionMapOffset = Vector2 emissionColor = Color, default is 0,0,0,1 - emissionMap = Texture2D, default is white + emissionMap = Texture, default is white emissionMapScale = Vector2 emissionMapOffset = Vector2 - detailMask = Texture2D, default is white + detailMask = Texture, default is white detailMaskOffset = Vector2 detailMaskScale = Vector2 - detailAlbedoMap = Texture2D, default is grey + detailAlbedoMap = Texture, default is grey detailAlbedoMapOffset = Vector2 detailAlbedoMapScale = Vector2 - detailNormalMap = Texture2D, default is bump + detailNormalMap = Texture, default is bump detailNormalMapScale = Vector2 detailNormalMapOffset = Vector2 UVSec = UvSet, default is 0 diff --git a/content/PQSMods/PQS.md b/content/PQSMods/PQS.md index 97470cd..19ead7d 100644 --- a/content/PQSMods/PQS.md +++ b/content/PQSMods/PQS.md @@ -59,12 +59,12 @@ Body |--------|------|-----------| |minLevel|Integer|The minimum level of triangles needed to render the PQS (subdivision level). Advised not to alter.| |maxLevel|Integer|The maximum level of triangles needed to render the PQS (subdivision level). Higher levels can lead to more detailed, yet much more noisy and sharp, terrain.| -|minDetailDistance|Float|The minimum distance needed to render scatters?| -|maxQuadLengthsPerFrame|Float|Unknown use. Advised not to alter.| -|fadeStart|Float|The altitude, in meters, in which the PQS begins to fade out. Should line up with ScaledVersion's `fadeStart`.| -|fadeEnd|Float|The altitude, in meters, in which the PQS is fully faded. Should line up with ScaledVersion's `fadeEnd`.| -|deactivateAltitude|Float|The altitude, in meters, in which the PQS is deactivated.| -|mapMaxHeight|Float|The maximum altitude, in meters, that can be represented in a height map exported from Kittopia. Omit to use the full height of the current PQS.| +|minDetailDistance|Decimal|The minimum distance needed to render scatters?| +|maxQuadLengthsPerFrame|Decimal|Unknown use. Advised not to alter.| +|fadeStart|Decimal|The altitude, in meters, in which the PQS begins to fade out. Should line up with ScaledVersion's `fadeStart`.| +|fadeEnd|Decimal|The altitude, in meters, in which the PQS is fully faded. Should line up with ScaledVersion's `fadeEnd`.| +|deactivateAltitude|Decimal|The altitude, in meters, in which the PQS is deactivated.| +|mapMaxHeight|Decimal|The maximum altitude, in meters, that can be represented in a height map exported from Kittopia. Omit to use the full height of the current PQS.| |materialType|PQSMaterial|The name of the material type to use in the `Material { }` subnode. Possible values: Vacuum, AtmosphericBasic, AtmosphericMain, AtmosphericOptimized, AtmosphericExtra, AtmosphericOptimizedFastBlend, AtmosphericTriplanarZoomRotation, AtmosphericTriplanarZoomRotationTextureArray (1.9).| ## PhysicsMaterial @@ -74,6 +74,6 @@ The `PhysicsMaterial { }` subnode describes how the PQS's terrain acts physicall |--------|------|-----------| |bounceCombine|PhysicsCombineMode|Determines how the bounciness combines. Values are Average = 0, Multiply = 1, Minimum = 2, Maximum = 4. Default is Average.| |frictionCombine|PhysicsCombineMode|Determines how the friction combines. Values are Average = 0, Multiply = 1, Minimum = 2, Maximum = 4. Default is Maximum.| -|bounciness|Float|The bounciness of the terrain. Default is 0.0.| -|staticFriction|Float|The friction of the terrain when unmoving. Default is 0.8.| -|dynamicFriction|Float|The friction of the terrain when moving. Default is 0.6.| +|bounciness|Decimal|The bounciness of the terrain. Default is 0.0.| +|staticFriction|Decimal|The friction of the terrain when unmoving. Default is 0.8.| +|dynamicFriction|Decimal|The friction of the terrain when moving. Default is 0.6.| diff --git a/content/PQSMods/VertexColorMapBlend.md b/content/PQSMods/VertexColorMapBlend.md index 3e18f84..99d9a92 100644 --- a/content/PQSMods/VertexColorMapBlend.md +++ b/content/PQSMods/VertexColorMapBlend.md @@ -26,4 +26,4 @@ PQS |Property|Format|Description| |--------|------|-----------| |map|File Path|The path to the color map to use and blend.| -|blend|Float|The amount of blend to use.| +|blend|Decimal|The amount of blend to use.| diff --git a/content/PQSMods/VertexHeightMap.md b/content/PQSMods/VertexHeightMap.md index cd13bc7..b872170 100644 --- a/content/PQSMods/VertexHeightMap.md +++ b/content/PQSMods/VertexHeightMap.md @@ -36,6 +36,6 @@ PQS |Property|Format|Description| |--------|------|-----------| |map|File Path|The texture containing the height map in greyscale. Black is the `offset` height, and White is the `deformity + offset` height.| -|offset|Float|The offset of the height map from the body's radius.| -|deformity|Float|The deformity of the height map (difference between lowest and highest point).| +|offset|Decimal|The offset of the height map from the body's radius.| +|deformity|Decimal|The deformity of the height map (difference between lowest and highest point).| |scaleDeformityByRadius|Boolean|Whether to multiply the deformity by the planet's radius (in case the deformity is in radii or something).| diff --git a/content/PQSMods/VertexHeightNoise.md b/content/PQSMods/VertexHeightNoise.md index a937a67..e2042d6 100644 --- a/content/PQSMods/VertexHeightNoise.md +++ b/content/PQSMods/VertexHeightNoise.md @@ -38,11 +38,11 @@ PQS {: #collapse-vhn-table .collapse} |Property|Format|Description| |--------|------|-----------| -|deformity|Float|The deformity of the simplex terrain noise.| -|frequency|Float|The size of the each feature of the simplex terrain noise. As frequency gets bigger, size gets smaller.| +|deformity|Decimal|The deformity of the simplex terrain noise.| +|frequency|Decimal|The size of the each feature of the simplex terrain noise. As frequency gets bigger, size gets smaller.| |octaves|Integer|The amount of blanketing over the noise. Higher octaves mean rougher noise.| -|persistence|Float|The complexity of or amount of detail in the noise.| -|lacunarity|Float|The size of the gaps that are in the noise.| +|persistence|Decimal|The complexity of or amount of detail in the noise.| +|lacunarity|Decimal|The size of the gaps that are in the noise.| |seed|Integer|The random seed of the noise.| |noiseType|[NoiseType]({{ site.baseurl }}{% link content/datatypes.md %})|The type of the specified noise.| |mode|[NoiseQuality]({{ site.baseurl }}{% link content/datatypes.md %})|The quality mode of the noise.| diff --git a/content/PQSMods/VertexHeightNoiseVertHeightCurve2.md b/content/PQSMods/VertexHeightNoiseVertHeightCurve2.md index 22f6bee..02567a9 100644 --- a/content/PQSMods/VertexHeightNoiseVertHeightCurve2.md +++ b/content/PQSMods/VertexHeightNoiseVertHeightCurve2.md @@ -61,18 +61,18 @@ NOTE: `___` is substituted for "Add" and "Sub." "Add" creates a "base layer" of |Property|Format|Description| |--------|------|-----------| -|deformity|Float|The overall deformity of the noise.| +|deformity|Decimal|The overall deformity of the noise.| |ridgedMode|[NoiseQuality]({{ site.baseurl }}{% link content/datatypes.md %})|The noise quality for both `ridgedAdd` and `ridgedSub`.| -|ridged___Frequency|Float|The size of the each feature of the ridged noise. As frequency gets bigger, size gets smaller.| -|ridged___Lacunarity|Float|The size of the gaps that are in the noise.| +|ridged___Frequency|Decimal|The size of the each feature of the ridged noise. As frequency gets bigger, size gets smaller.| +|ridged___Lacunarity|Decimal|The size of the gaps that are in the noise.| |ridged___Octaves|Integer|The amount of blanketing over the noise. Higher octaves mean rougher noise.| |ridged___Seed|Integer|The random seed of the noise.| |simplexCurve|FloatCurve|A curve that assigns a height multiplier to a width value. Roughly speaking, simplexCurve draws 1/2 of a cross-section of the feature you are trying to create.| -|simplexHeightStart|Float|The starting height of the simplex, or 0 on the `simplexCurve`.| -|simplexHeightEnd|Float|The ending height of the simplex, or 1 on the `simplexCurve`.| -|simplexFrequency|Float|Similar to `ridged___Frequency`.| -|simplexOctaves|Float|Similar to `ridged___Octaves`.| -|simplexPersistence|Float|The complexity of or amount of detail in the noise.| +|simplexHeightStart|Decimal|The starting height of the simplex, or 0 on the `simplexCurve`.| +|simplexHeightEnd|Decimal|The ending height of the simplex, or 1 on the `simplexCurve`.| +|simplexFrequency|Decimal|Similar to `ridged___Frequency`.| +|simplexOctaves|Decimal|Similar to `ridged___Octaves`.| +|simplexPersistence|Decimal|The complexity of or amount of detail in the noise.| |simplexSeed|Integer|Similar to `ridged___Seed`.| If you want to replicate the effect of VertexHeightNoise with this mod, it is relatively simple to do so. diff --git a/content/PQSMods/VertexSimplexHeight.md b/content/PQSMods/VertexSimplexHeight.md index 32998f3..87bd374 100644 --- a/content/PQSMods/VertexSimplexHeight.md +++ b/content/PQSMods/VertexSimplexHeight.md @@ -28,8 +28,8 @@ PQS |Property|Format|Description| |--------|------|-----------| -|deformity|Float|The deformity of the perlin noise.| -|frequency|Float|The size of the each feature of the perlin noise. As frequency gets bigger, size gets smaller.| -|octaves|Float|The amount of blanketing over the noise. Higher octaves mean rougher noise.| -|persistence|Float|The complexity of or amount of detail in the noise.| +|deformity|Decimal|The deformity of the perlin noise.| +|frequency|Decimal|The size of the each feature of the perlin noise. As frequency gets bigger, size gets smaller.| +|octaves|Decimal|The amount of blanketing over the noise. Higher octaves mean rougher noise.| +|persistence|Decimal|The complexity of or amount of detail in the noise.| |seed|Integer|The random seed of the noise.| diff --git a/content/PQSMods/VertexSimplexHeightAbsolute.md b/content/PQSMods/VertexSimplexHeightAbsolute.md index d9f16e7..df75167 100644 --- a/content/PQSMods/VertexSimplexHeightAbsolute.md +++ b/content/PQSMods/VertexSimplexHeightAbsolute.md @@ -29,8 +29,8 @@ PQS |Property|Format|Description| |--------|------|-----------| -|deformity|Float|The deformity of the simplex terrain noise.| -|frequency|Float|The size of the each feature of the simplex terrain noise. As frequency gets bigger, size gets smaller.| +|deformity|Decimal|The deformity of the simplex terrain noise.| +|frequency|Decimal|The size of the each feature of the simplex terrain noise. As frequency gets bigger, size gets smaller.| |octaves|Integer|The amount of blanketing over the noise. Higher octaves mean rougher noise.| -|persistence|Float|The complexity of or amount of detail in the noise.| +|persistence|Decimal|The complexity of or amount of detail in the noise.| |seed|Integer|The random seed of the noise.| diff --git a/content/PQSMods/VertexSimplexNoiseColor.md b/content/PQSMods/VertexSimplexNoiseColor.md index cd94633..0b0468c 100644 --- a/content/PQSMods/VertexSimplexNoiseColor.md +++ b/content/PQSMods/VertexSimplexNoiseColor.md @@ -30,9 +30,9 @@ PQS |Property|Format|Description| |--------|------|-----------| -|blend|Float|The amount to blend the noise by.| +|blend|Decimal|The amount to blend the noise by.| |colorStart|Color|The starting color to use for the perlin noise. Noise will generate between this color and `colorEnd`.| |colorEnd|Color|The ending color to use for the perlin noise. Noise will generate between this color and `colorStart`.| -|frequency|Float|The size of the each feature of the perlin noise. As frequency gets bigger, size gets smaller.| -|persistence|Float|The complexity of or amount of detail in the noise.| +|frequency|Decimal|The size of the each feature of the perlin noise. As frequency gets bigger, size gets smaller.| +|persistence|Decimal|The complexity of or amount of detail in the noise.| |seed|Integer|The random seed of the noise.| diff --git a/content/Particles-old.md b/content/Particles-old.md index 4a25778..639bd29 100644 --- a/content/Particles-old.md +++ b/content/Particles-old.md @@ -50,14 +50,14 @@ Body |--------|------|-----------| |target|Text|The name of the body that the particles move towards/away from.| |texture|File Path|The particle texture. Keeping them on the small side is generally a good idea as there will be lots of particles in nearly every case.| -|minEmission|Float|The particle emission rate.| -|maxEmission|Float|Does not seem to have an observable effect.| -|sizeMin|Float|The minimum size of each particle, presumably in unity-units.| -|sizeMax|Float|The maximum size of each particle.| -|lifespanMin|Float|The minimum time a particle will exist for, measured in seconds.| -|lifespanMax|Float|The maximum time a particle will exist for, measured in seconds.| -|speedScale|Float|The rate of particle movement. A negative rate means particles will move away from the target, while a positive one will make them move towards it. You MUST set them to low values with about the amount of zeroes in the example, be it positive or negative, if you wish to have your particles move at a reasonable rate.| -|rate|Float|Controls the rate at which particles change scale. Positive rate makes them grow, negative rate makes them shrink.| +|minEmission|Decimal|The particle emission rate.| +|maxEmission|Decimal|Does not seem to have an observable effect.| +|sizeMin|Decimal|The minimum size of each particle, presumably in unity-units.| +|sizeMax|Decimal|The maximum size of each particle.| +|lifespanMin|Decimal|The minimum time a particle will exist for, measured in seconds.| +|lifespanMax|Decimal|The maximum time a particle will exist for, measured in seconds.| +|speedScale|Decimal|The rate of particle movement. A negative rate means particles will move away from the target, while a positive one will make them move towards it. You MUST set them to low values with about the amount of zeroes in the example, be it positive or negative, if you wish to have your particles move at a reasonable rate.| +|rate|Decimal|Controls the rate at which particles change scale. Positive rate makes them grow, negative rate makes them shrink.| |scale|Vector3|Determines the scale of the particle for each axis in the Vector3.| |collide|Boolean|Determines whether the particles have a collision mesh (can collide with each other, and possibly the vessel).| |mesh|File Path|The collision mesh of the particles, if `collide` is true. Likely in an .mu format.| diff --git a/content/Particles.md b/content/Particles.md index 2142994..2f93fa7 100644 --- a/content/Particles.md +++ b/content/Particles.md @@ -56,22 +56,22 @@ Many of the new properties are optional, but there are a few tweaks that need to |texture|File Path|The particle texture. Keeping them on the small side is generally a good idea as there will be lots of particles in nearly every case.| |shader|Text|The shader to use for the particles.| |shape|EmissionShape|The shape of the particles. Possible values are `Ellipsoid`, `Ellipse`, `Sphere`, `Ring`, `Cuboid`, `Plane`, `Line`, and `Point`.| -|shape1D|Float|The 1-dimensional size of the particles.| +|shape1D|Decimal|The 1-dimensional size of the particles.| |shape2D|Vector2|The 2-dimensional size of the particles.| |shape3D|Vector3|The 3-dimensional size of the particles.| |minEmission|Integer|The particle emission rate.| |maxEmission|Integer|Does not seem to have an observable effect.| -|sizeMin|Float|The minimum size of each particle, presumably in unity-units.| -|sizeMax|Float|The maximum size of each particle.| -|lifespanMin|Float|The minimum time a particle will exist for, measured in seconds.| -|lifespanMax|Float|The maximum time a particle will exist for, measured in seconds.| -|speedScale|Float|The rate of particle movement. A negative rate means particles will move away from the target, while a positive one will make them move towards it. You MUST set them to low values with about the amount of zeroes in the example, be it positive or negative, if you wish to have your particles move at a reasonable rate.| -|rate|Float|Controls the rate at which particles change scale. Positive rate makes them grow, negative rate makes them shrink.| +|sizeMin|Decimal|The minimum size of each particle, presumably in unity-units.| +|sizeMax|Decimal|The maximum size of each particle.| +|lifespanMin|Decimal|The minimum time a particle will exist for, measured in seconds.| +|lifespanMax|Decimal|The maximum time a particle will exist for, measured in seconds.| +|speedScale|Decimal|The rate of particle movement. A negative rate means particles will move away from the target, while a positive one will make them move towards it. You MUST set them to low values with about the amount of zeroes in the example, be it positive or negative, if you wish to have your particles move at a reasonable rate.| +|rate|Decimal|Controls the rate at which particles change scale. Positive rate makes them grow, negative rate makes them shrink.| |scale|Vector3|Determines the scale of the particle for each axis in the Vector3.| |emitMesh|File Path|The emission mesh of the particles. Likely in an .mu format.| |collide|Boolean|Determines whether the particles have a collision mesh (can collide with each other, and possibly the vessel).| -|bounce|Float|The amount of force applied to a particle after colliding.| -|damping|Float|The amount of speed a particle loses after colliding.| +|bounce|Decimal|The amount of force applied to a particle after colliding.| +|damping|Decimal|The amount of speed a particle loses after colliding.| |shadowCast|Boolean|Whether the particles should cast shadows.| |shadowEffect|Boolean|Whether the particles should have shadows cast upon it (i.e., receive shadows).| |autoSeed|Boolean|Whether to automatically generate a random seed. Overwrites the set `seed`.| diff --git a/content/Properties/Biome.md b/content/Properties/Biome.md index dc49902..282ad88 100644 --- a/content/Properties/Biome.md +++ b/content/Properties/Biome.md @@ -28,5 +28,5 @@ Biomes |--------|------|-----------| |name|Text|The name of the biome. Sets `displayName` if it is not set.| |displayName|Text|The name to be displayed. Can be a localization tag.| -|value|Float|The science multiplier for the biome.| +|value|Decimal|The science multiplier for the biome.| |color|Color|The color of the biome on the biomeMap, specified at `Properties/biomeMap`.| diff --git a/content/Properties/Properties.md b/content/Properties/Properties.md index a32526e..9ddab9d 100644 --- a/content/Properties/Properties.md +++ b/content/Properties/Properties.md @@ -40,26 +40,26 @@ Properties |--------|------|-----------| |description|Text|Here goes the description for the info box of the body that you can access in map view. *You can insert line breaks using the syntax `\\nn`*| |useTheInName|Boolean|If the body name should be prefixed with "the" in some situations, such as "the sun."| -|radius|Float|The radius (half of the body's diameter) of the body in meters.| -|mass|Float|The mass of the body in kilograms. You can use scientific notation here, like `1.234567+e20`| -|[gravParameter](https://en.wikipedia.org/wiki/Standard_gravitational_parameter)|Float|Standard gravitational parameter, calculated as the gravitational constant (G) times the mass (M) of the body: G\*M. This is the parameter that is used in the actual simulation. The gravitational acceleration in any point would be calculated as gravParameter/r2 where r is a distance from that point to the body center. NOTE: For historical reasons, in KSP G = 6.67408E-11.| -|geeASL|Float|The gravitational acceleration at sea level measured in standard gravities, where 1 g = 9.80665 m/s2. For Earth/Kerbin, geeASL = 1. The gravParameter and geeASL are related as follows, geeASL*9.80665 = gravParameter/radius2.| +|radius|Decimal|The radius (half of the body's diameter) of the body in meters.| +|mass|Decimal|The mass of the body in kilograms. You can use scientific notation here, like `1.234567+e20`| +|[gravParameter](https://en.wikipedia.org/wiki/Standard_gravitational_parameter)|Decimal|Standard gravitational parameter, calculated as the gravitational constant (G) times the mass (M) of the body: G\*M. This is the parameter that is used in the actual simulation. The gravitational acceleration in any point would be calculated as gravParameter/r2 where r is a distance from that point to the body center. NOTE: For historical reasons, in KSP G = 6.67408E-11.| +|geeASL|Decimal|The gravitational acceleration at sea level measured in standard gravities, where 1 g = 9.80665 m/s2. For Earth/Kerbin, geeASL = 1. The gravParameter and geeASL are related as follows, geeASL*9.80665 = gravParameter/radius2.| |rotates|Boolean|Does the body rotate or not?| -|[rotationPeriod](https://en.wikipedia.org/wiki/Rotation_period)|Float|The period in seconds that the body needs to rotate around its axis one time.| -|initialRotation|Float|The rotation in degrees (0-359) that the body starts at (clockwise)| -|inverseRotThresholdAltitude|Float|Altitude where the Game switches the reference frame from Surface to Orbit in meters.| -|[albedo](https://en.wikipedia.org/wiki/Albedo)|Float|How reflective the body is. scale from 0 to 1| -|[emissivity](https://en.wikipedia.org/wiki/Emissivity)|Float|How emissive the body is, scale from 0 to 1.| +|[rotationPeriod](https://en.wikipedia.org/wiki/Rotation_period)|Decimal|The period in seconds that the body needs to rotate around its axis one time.| +|initialRotation|Decimal|The rotation in degrees (0-359) that the body starts at (clockwise)| +|inverseRotThresholdAltitude|Decimal|Altitude where the Game switches the reference frame from Surface to Orbit in meters.| +|[albedo](https://en.wikipedia.org/wiki/Albedo)|Decimal|How reflective the body is. scale from 0 to 1| +|[emissivity](https://en.wikipedia.org/wiki/Emissivity)|Decimal|How emissive the body is, scale from 0 to 1.| |coreTemperatureOffset|?|?| |[tidallyLocked](https://en.wikipedia.org/wiki/Tidal_locking)|Boolean|Statement that determines if the body is tidally locked to its parent. This means that it takes as long to rotate around its own axis as it does to make a full orbit around its parent. In real-life and KSP most (large) moons are tidally locked.| |isHomeWorld|Boolean|Statement that determines if this is the body that houses KSC. For stability's sake It's recommended to keep this at false for any bodies you add.| |timewarpAltitudeLimits|Integer List|Determines at which altitude above sea level certain timewarp altitudes become available. 0 30000 30000 60000 100000 300000 600000 800000 means that 1x timewarp is available at 0 meters, 5x timewarp at 30000 meters all the way up to the max timewarp starting at 800000 meters.| -|sphereOfInfluence|Float|In meters. The sphere of influence of the body. This is generally calculated as described [here](http://wiki.kerbalspaceprogram.com/wiki/Sphere_of_influence). In case you need it to be unrealistically big or small you can change it here.| +|sphereOfInfluence|Decimal|In meters. The sphere of influence of the body. This is generally calculated as described [here](http://wiki.kerbalspaceprogram.com/wiki/Sphere_of_influence). In case you need it to be unrealistically big or small you can change it here.| |solarRotationPeriod|Boolean|Whether the body should use the solar day instead of the sidereal day.| -|navballSwitchRadiusMult|Float|Altitude, in meters, where the NavBall switches from surface velocity to orbital velocity while ascending.| -|navballSwitchRadiusMultLow|Float|Altitude, in meters, where the NavBall switches from orbital velocity to surface velocity while descending.| +|navballSwitchRadiusMult|Decimal|Altitude, in meters, where the NavBall switches from surface velocity to orbital velocity while ascending.| +|navballSwitchRadiusMultLow|Decimal|Altitude, in meters, where the NavBall switches from orbital velocity to surface velocity while descending.| |selectable|Boolean|Whether the body should be selectable. Partially controlled by `Body/barycenter`.| |RnDVisibility|RnDVisibility|(Also RDVisibility) The visibility state of the body in the RnD archives. Possible values are `Visible`, `Noicon`, `Hidden`, or `Skip`.| |RnDRotation|Boolean|Whether the body should rotate in the RnD archives.| -|maxZoom|Float|The max zoom limit for the tracking station and the map view. Sets the number of meters that can fit in the full height of the screen.| +|maxZoom|Decimal|The max zoom limit for the tracking station and the map view. Sets the number of meters that can fit in the full height of the screen.| |biomeMap|File Path|The path to the biome map texture. See the [Biome subnode]({{ site.baseurl }}{% link content/Properties/Biome.md %}) for more information| diff --git a/content/Properties/ScienceValues.md b/content/Properties/ScienceValues.md index d5fe19a..43a6e70 100644 --- a/content/Properties/ScienceValues.md +++ b/content/Properties/ScienceValues.md @@ -21,12 +21,12 @@ ScienceValues |Property|Value|Description| |--------|-----|-----------| -|landedDataValue|Float|Science multiplier for "landed" science.| -|splashedDataValue|Float|Science multiplier for "splashed down" science.| -|flyingLowDataValue|Float|Science multiplier for "flying low" science.| -|flyingHighDataValue|Float|Science multiplier for "flying high" science.| -|inSpaceLowDataValue|Float|Science multiplier for "in space low" science.| -|inSpaceHighDataValue|Float|Science multiplier for "in space high" science.| -|recoveryValue|Float|The recovery value for this body. It is a science multiplier as well as a multiplier for the recovery of a craft returning from this body.| -|flyingAltitudeThreshold|Float|The altitude when "flying low" becomes "flying high."| -|spaceAltitudeThreshold|Float|The altitude when "in space low" becomes "in space high."| +|landedDataValue|Decimal|Science multiplier for "landed" science.| +|splashedDataValue|Decimal|Science multiplier for "splashed down" science.| +|flyingLowDataValue|Decimal|Science multiplier for "flying low" science.| +|flyingHighDataValue|Decimal|Science multiplier for "flying high" science.| +|inSpaceLowDataValue|Decimal|Science multiplier for "in space low" science.| +|inSpaceHighDataValue|Decimal|Science multiplier for "in space high" science.| +|recoveryValue|Decimal|The recovery value for this body. It is a science multiplier as well as a multiplier for the recovery of a craft returning from this body.| +|flyingAltitudeThreshold|Decimal|The altitude when "flying low" becomes "flying high."| +|spaceAltitudeThreshold|Decimal|The altitude when "in space low" becomes "in space high."| diff --git a/content/Rings.md b/content/Rings.md index eced1d4..85c4bb8 100644 --- a/content/Rings.md +++ b/content/Rings.md @@ -55,22 +55,22 @@ Rings |Property|Format|Description| |--------|------|-----------| -|innerRadius|Float|The distance from center of parent to inner edge of ring in milliradii.| -|outerRadius|Float|The distance from center of parent to outer edge of ring in milliradii.| +|innerRadius|Decimal|The distance from center of parent to inner edge of ring in milliradii.| +|outerRadius|Decimal|The distance from center of parent to outer edge of ring in milliradii.| |InnerRadiusMultiplier|FloatCurve|A curve that defines a multiplier for the inner radius using an angle. The first value is an angle in degrees, while the second is the multiplier. Allows for the deformation of rings.| |OuterRadiusMultiplier|FloatCurve|Similar to `InnerRadiusMultiplier`, but for the outer radius rather than the inner radius.| -|thickness|Float|The distance between top and bottom faces of ring in milliradii.| -|angle|Float|The axis angle in degrees (inclination) of the ring.| -|longitudeOfAscendingNode|Float|Angle in degrees between the absolute reference direction and the ascending node. Works just like the corresponding property on celestial bodies. Only effective if `lockRotation` is true.| +|thickness|Decimal|The distance between top and bottom faces of ring in milliradii.| +|angle|Decimal|The axis angle in degrees (inclination) of the ring.| +|longitudeOfAscendingNode|Decimal|Angle in degrees between the absolute reference direction and the ascending node. Works just like the corresponding property on celestial bodies. Only effective if `lockRotation` is true.| |texture|File Path|The path to the ring texture.| |color|Color|A tint applied to the ring.| |lockRotation|Boolean|Whether to lock the rotation of the ring. If false, the ring's LAN rotates with the parent body (unnatural if the `angle` is not 0).| -|rotationPeriod|Float|The number of seconds for the ring to complete one rotation. If zero, it will default to the parent body's `rotationPeriod`. Only noticeable if `tiles` is not 0.| +|rotationPeriod|Decimal|The number of seconds for the ring to complete one rotation. If zero, it will default to the parent body's `rotationPeriod`. Only noticeable if `tiles` is not 0.| |unlit|Boolean|Whether to apply an Unlit/Transparent shader instead of a Transparent/Diffuse shader.| |useNewShader|Boolean|Whether to use the new custom ring shader that includes a planet shadow instead of the built-in Unity shaders.| -|penumbraMultiplier|Float|A penumbra multiplier to the NewShader. Makes planet shadow softer (values larger than one) or less soft (smaller than one). Softness still depends on distance from sun, distance from planet and radius of sun and planet.| +|penumbraMultiplier|Decimal|A penumbra multiplier to the NewShader. Makes planet shadow softer (values larger than one) or less soft (smaller than one). Softness still depends on distance from sun, distance from planet and radius of sun and planet.| |steps|Integer|The amount of vertices around the ring.| |tiles|Integer|Number of times the texture should be tiled around the cylinder. If zero, use the old behavior of sampling a thin diagonal strip from (0,0) to (1,1). Look at the example above for more info.| |innerShadeTexture|File Path|The path to the texture whose opaque pixels cast shadows on the ring's inner surface.| |innerShadeTiles|Integer|The `innerShadeTexture` repeats this many times over the inner surface.| -|innerShadeRotationPeriod|Float|The number of seconds the `innerShadeTexture` takes to complete one rotation.| +|innerShadeRotationPeriod|Decimal|The number of seconds the `innerShadeTexture` takes to complete one rotation.| diff --git a/content/ScaledVersion/Corona.md b/content/ScaledVersion/Corona.md index 6376474..da7ef63 100644 --- a/content/ScaledVersion/Corona.md +++ b/content/ScaledVersion/Corona.md @@ -41,12 +41,12 @@ Through experimentation, it was realized that the only setting really worth chan {: #collapse-table .collapse} |Property|Format|Description| |--------|------|-----------| -|scaleSpeed|Float|Speed at which the corona rescales| -|scaleLimitY|Float|The y-coordinate of the scale limit.| -|scaleLimitX|Float|The x-coordinate of the scale limit.| -|updateInterval|Float|The number of seconds before the corona updates.| +|scaleSpeed|Decimal|Speed at which the corona rescales| +|scaleLimitY|Decimal|The y-coordinate of the scale limit.| +|scaleLimitX|Decimal|The x-coordinate of the scale limit.| +|updateInterval|Decimal|The number of seconds before the corona updates.| |speed|Integer|The speed at which ???| -|rotation|Float|The rotation of the texture around the star as viewed in-game.| +|rotation|Decimal|The rotation of the texture around the star as viewed in-game.| @@ -56,4 +56,4 @@ Through experimentation, it was realized that the only setting really worth chan |texture|File Path|The texture containing the corona texture.| |mainTexScale|Vector2|The scale of the corona texture.| |mainTexOffset|Vector2|The offset of the corona texture.| -|invFade|Float|The soft particles factor. Default is 1.| +|invFade|Decimal|The soft particles factor. Default is 1.| diff --git a/content/ScaledVersion/Light.md b/content/ScaledVersion/Light.md index fd0e193..97c4da5 100644 --- a/content/ScaledVersion/Light.md +++ b/content/ScaledVersion/Light.md @@ -50,19 +50,19 @@ Light |--------|------|-----------| |sunFlare|File Path|The path to an asset bundle containing a Unity LensFlare object that should be applied to the star.| |sunlightColor|Color|The color of the LocalSpace starlight. Influences vessels and PQS terrain.| -|sunlightIntensity|Float|The intensity of the LocalSpace starlight. Usage not recommended, because of a lacking distance limit. Use IntensityCurve instead.| -|sunlightShadowStrength|Float|The strength of the shadows caused by LocalSpace starlight.| +|sunlightIntensity|Decimal|The intensity of the LocalSpace starlight. Usage not recommended, because of a lacking distance limit. Use IntensityCurve instead.| +|sunlightShadowStrength|Decimal|The strength of the shadows caused by LocalSpace starlight.| |scaledSunlightColor|Color|The color of the ScaledSpace starlight. Influences the ScaledSpace representation of the bodies.| -|scaledSunlightIntensity|Float|The intensity of the ScaledSpace starlight. Usage not recommended, because of a lacking distance limit. Use ScaledIntensityCurve instead.| +|scaledSunlightIntensity|Decimal|The intensity of the ScaledSpace starlight. Usage not recommended, because of a lacking distance limit. Use ScaledIntensityCurve instead.| |IVASunColor|Color|The color of the starlight in IVA view.| -|IVASunIntensity|Float|The intensity of the IVA starlight. Usage not recommended, because of a lacking distance limit. Use IVAIntensityCurve instead.| +|IVASunIntensity|Decimal|The intensity of the IVA starlight. Usage not recommended, because of a lacking distance limit. Use IVAIntensityCurve instead.| |ambientLightColor|Color|The color of ambient lighting when orbiting near the star.| |sunLensFlareColor|Color|The color of the star's LensFlare effect. Gets multiplied with the color of the base texture (yellow-ish for stock flare).| |givesOffLight|Boolean|Whether the star should emit light and have a LensFlare effect, or whether it's an object like a black hole.| -|sunAU|Float|Distance in meters. ?Something to do with setting AU from parent star to home world? What's it for? we know it does not affect star luminosity calculation.| -|luminosity|Float|Misnomer. Insolation in watts per square meter at Kerbin's orbit. Calculate for other stars as the (starLuminosity)^0.5 * 1360, where starLuminosity = 1 is the starLuminosity of the stock sun (roughly 1/100th the luminosity of the real world sun). You can use it to calculate the starLuminosity by 4 * Math.PI * kerbinAU * kerbinAU * luminosity. | -|insolation|Float| ?value modifying _luminosity_ for power reaching surface?| -|radiationFactor|Float|?Description here?| +|sunAU|Decimal|Distance in meters. ?Something to do with setting AU from parent star to home world? What's it for? we know it does not affect star luminosity calculation.| +|luminosity|Decimal|Misnomer. Insolation in watts per square meter at Kerbin's orbit. Calculate for other stars as the (starLuminosity)^0.5 * 1360, where starLuminosity = 1 is the starLuminosity of the stock sun (roughly 1/100th the luminosity of the real world sun). You can use it to calculate the starLuminosity by 4 * Math.PI * kerbinAU * kerbinAU * luminosity. | +|insolation|Decimal| ?value modifying _luminosity_ for power reaching surface?| +|radiationFactor|Decimal|?Description here?| |brightnessCurve|FloatCurve|Associates a distance value with a multiplier for the brightness of the LensFlare effect. The distances are measured in 1/`AU` value, with 0 being the farthest. See the example above for more info.| |IntensityCurve|FloatCurve|Associates a distance value (in meters) with a value that describes the intensity of the LocalSpace starlight at that point.| |ScaledIntensityCurve|FloatCurve|Associates a distance value (in meters / 6000) with a value that describes the intensity of the ScaledSpace starlight at that point.| diff --git a/content/ScaledVersion/Material.md b/content/ScaledVersion/Material.md index 0514a4d..03621b7 100644 --- a/content/ScaledVersion/Material.md +++ b/content/ScaledVersion/Material.md @@ -64,14 +64,14 @@ NOTE: `Vacuum = "V"`, `Atmospheric = "A"`, and `Star = "S"`. |--------|------|------------------|-----------| |color|Color|V, A|The main color of the body. Default is (1, 1, 1, 1).| |specColor|Color|V, A|The specular color. Default is (0.5, 0.5, 0.5, 1).| -|shininess|Float|V, A|The size of the bright spot of sunlight reflecting off the body. The effect is obvious on oceans, but it is less noticeable on bodies without oceans. Default is 0.078125.| +|shininess|Decimal|V, A|The size of the bright spot of sunlight reflecting off the body. The effect is obvious on oceans, but it is less noticeable on bodies without oceans. Default is 0.078125.| |texture|File Path|V, A|(Also `mainTex`) The texture containing the ScaledSpace color map. Default is "White".| |mainTexScale|Vector2|V, A|The scale of the color map.| |mainTexOffset|Vector2|V, A|The offset of the color map.| |normals|File Path|V, A|(Also `bumpMap`) The texture containing the normal map. Default is "bump".| |bumpMapScale|Vector2|V, A|The scale of the normal map.| |bumpMapOffset|Vector2|V, A|The offset of the normal map.| -|opacity|Float|V, A|The opacity of the ScaledSpace material. Default is 1.| +|opacity|Decimal|V, A|The opacity of the ScaledSpace material. Default is 1.| |rampMap|File Path|S|The texture containing the star's ramp map. Default is "White".| |rampMapScale|Vector2|S|The scale of the ramp map.| |rampMapOffset|Vector2|S|The offset of the ramp map.| @@ -83,11 +83,11 @@ NOTE: `Vacuum = "V"`, `Atmospheric = "A"`, and `Star = "S"`. |sunspotTex|File Path|S|The texture containing the star's sunspots. Default is "White".| |sunspotTexScale|Vector2|S|The scale of the sunspot texture.| |sunspotTexOffset|Vector2|S|The offset of the sunspot texture.| -|sunspotPower|Float|S|The power of the sunspots. Default is 1.| +|sunspotPower|Decimal|S|The power of the sunspots. Default is 1.| |sunspotColor|Color|S|The color of the sunspots. Default is (0, 0, 0, 0).| |rimColor|Color|S|The rim color. Default is (1, 1, 1, 1).| -|rimPower|Float|A, S|How far from the rim of the sphere/planet the atmosphere rim will go. The lower the number, the greater the coverage. The higher the number, the closer to the edge of the sphere it will cling to. Default for "A" is 3, "S" is 0.2.| -|rimBlend|Float|A, S|The blend between the atmosphere and the rim. Default for "A" is 1, "S" is 0.2.| +|rimPower|Decimal|A, S|How far from the rim of the sphere/planet the atmosphere rim will go. The lower the number, the greater the coverage. The higher the number, the closer to the edge of the sphere it will cling to. Default for "A" is 3, "S" is 0.2.| +|rimBlend|Decimal|A, S|The blend between the atmosphere and the rim. Default for "A" is 1, "S" is 0.2.| |rimColorRamp|File Path|A|The texture containing the atmosphere's rim color ramp. Default is "White".| |rimColorRampScale|Vector2|A|The scale of the rim color ramp.| |rimColorRampOffset|Vector2|A|The offset of the rim color ramp.| diff --git a/content/ScaledVersion/ScaledVersion.md b/content/ScaledVersion/ScaledVersion.md index b6b1bea..0986457 100644 --- a/content/ScaledVersion/ScaledVersion.md +++ b/content/ScaledVersion/ScaledVersion.md @@ -28,8 +28,8 @@ ScaledVersion |Property|Format|Description| |--------|------|-----------| |type|Text|Either `Vacuum`, `Atmospheric`, or `Star`, depending on whether the body is a star or a planet/moon that has an atmosphere or not. (Can also use `AtmosphericStandard`, but function is not yet known.)| -|fadeStart|Float|Altitude, in meters, at which the transition to ScaledSpace starts.| -|fadeEnd|Float|Altitude, in meters, at which the transition to ScaledSpace ends.| +|fadeStart|Decimal|Altitude, in meters, at which the transition to ScaledSpace starts.| +|fadeEnd|Decimal|Altitude, in meters, at which the transition to ScaledSpace ends.| |sphericalModel|Boolean|Whether the ScaledSpace should be represented as a sphere instead of the actual PQS. Default is `false`.| |deferMesh|Boolean|Whether to not generate a new mesh every time KSP is run. Default is `false`.| |invisible|Boolean|Whether the ScaledSpace should be invisible. Also sets deferMesh to the same value. Defaults to `false`.| diff --git a/content/SpaceCenter.md b/content/SpaceCenter.md index f913379..4addf8c 100644 --- a/content/SpaceCenter.md +++ b/content/SpaceCenter.md @@ -37,17 +37,17 @@ The `SpaceCenter { }` node describes the location and altitude of the KSC and th absoluteOffset = // Float absolute = // Boolean groundColor = // Color, the color of the KSC grass - groundTexture = // Texture2D, KSC grass texture when up close + groundTexture = // Texture, KSC grass texture when up close editorGroundColor = // Color, color of the ksc grass as seen from the editor Material { - nearGrassTexture = Texture2D + nearGrassTexture = Texture nearGrassTiling = Float - farGrassTexture = Texture2D + farGrassTexture = Texture farGrassTiling = Float farGrassBlendDistance = Float grassColor = Color - tarmacTexture = Texture2D + tarmacTexture = Texture tarmacTextureOffset = Vector2 tarmacTextureScale = Vector2 opacity = Float @@ -56,7 +56,7 @@ The `SpaceCenter { }` node describes the location and altitude of the KSC and th underwaterFogFactor = Float } - editorGroundTex = // Texture2D, grass surface texture as seen from the editor + editorGroundTex = // Texture, grass surface texture as seen from the editor editorGroundTexScale = // Vector2, scale of the grass surface texture as seen from inside the editor editorGroundTexOffset = // Vector2, offset of the ksc grass surface texture as seen from inside the editor } @@ -66,21 +66,21 @@ The `SpaceCenter { }` node describes the location and altitude of the KSC and th |Property|Format|Description| |--------|------|-----------| -|latitude|Float|Latitude of the KSC building collection.| -|longitude|Float|Longitude of the KSC building collection.| +|latitude|Decimal|Latitude of the KSC building collection.| +|longitude|Decimal|Longitude of the KSC building collection.| |repositionRadial|Vector3|?| -|decalLatitude|Float|Latitude of the KSC MapDecal.| -|decalLongitude|Float|Longitude of the KSC MapDecal.| -|lodvisibleRangeMultiplier|Float|Multiplier of the visible range from the Space Center view(?).| -|reorientFinalAngle|Float|Final angle of the KSC(?).| +|decalLatitude|Decimal|Latitude of the KSC MapDecal.| +|decalLongitude|Decimal|Longitude of the KSC MapDecal.| +|lodvisibleRangeMultiplier|Decimal|Multiplier of the visible range from the Space Center view(?).| +|reorientFinalAngle|Decimal|Final angle of the KSC(?).| |reorientInitialUp|Vector3|"Up" direction of the KSC(?).| |reorientToSphere|Boolean|Whether to reorient to a sphere(?).| |reorientToSphereSurface|Boolean|Whether to reorient to the sphere's surface(?).| |reorientToSphereSurfaceAddHeight|Boolean|Whether to add height to the reoriented sphere's surface(?).| |position|Vector3|The position of the KSC. NOT LAT/LONG!| -|radius|Float|Height and scale of the KSC.| -|heightMapDeformity|Float|External height map deformity(?).| -|absoluteOffset|Float|Offset from the ground.| +|radius|Decimal|Height and scale of the KSC.| +|heightMapDeformity|Decimal|External height map deformity(?).| +|absoluteOffset|Decimal|Offset from the ground.| |absolute|Boolean|?| |groundColor|Color|Color of the KSC grass.| |groundTexture|File Path|The texture containing the KSC's ground texture when viewed up close.| diff --git a/content/datatypes.md b/content/datatypes.md index 0a9c7ff..212f533 100644 --- a/content/datatypes.md +++ b/content/datatypes.md @@ -21,7 +21,7 @@ pressureCurve = FloatCurve |---------|-----------|--------| |Text|A collection of characters, potentially including spaces. Only include quotes if you want them to appear in-game.|Hello, "Sarnus 123"| |Integer|A number that has no decimal part.|1, 100, -13, 69| -|Float|A floating-point number. It can store decimal values as well as integers. Used for decimal keys.|3.1415926, 2.0, 7, -100.01| +|Decimal|A floating-point number. It can store decimal values as well as integers. Used for decimal keys.|3.1415926, 2.0, 7, -100.01| |Color|A color. It can be expressed in many ways, each of which is shown in the table at the bottom of the page.|See Table| |Filepath|A String containing a file path to a file. There are two main ways of specifiying paths, shown in the second table on this page.|See Table| |NoiseType|The type of noise to use with Noise-generating PSQMods|Options are "Perlin", "Billow", or "RidgedMultiFractal"| diff --git a/content/kex/CometTails.md b/content/kex/CometTails.md index 0851172..db25d43 100644 --- a/content/kex/CometTails.md +++ b/content/kex/CometTails.md @@ -50,14 +50,14 @@ Body |Property|Format|Description| |type|CometTailType|The type of comet tail. The possible values are `Ion` and `Dust`.| |color|Color|The color of the tail. Default is white. NOTE: Alpha value does not matter.| -|rimPower|Float|How close the tail rim stays to the edge of the body. The higher the number, the closer it is. Default is 1.41.| -|distortion|Float|The distortion of the tail. Default is 0.143.| -|alphaDistortion|Float|The transparency distortion of the tail. Default is 0.262.| -|zDistortion|Float|? Default is 0.12| -|frequency|Float|The frequency of the comet tail's noise. Default is 1.547| -|lacunarity|Float|The [lacunarity](https://en.wikipedia.org/wiki/Lacunarity) of the comet tail's noise. Default is 1.518.| -|gain|Float|? Default is 0.734.| -|radius|Float|The radius of the teardrop that makes up the comet tail. Default is 2000.| -|length|Float|The length of the comet tail. Default is 16000.| +|rimPower|Decimal|How close the tail rim stays to the edge of the body. The higher the number, the closer it is. Default is 1.41.| +|distortion|Decimal|The distortion of the tail. Default is 0.143.| +|alphaDistortion|Decimal|The transparency distortion of the tail. Default is 0.262.| +|zDistortion|Decimal|? Default is 0.12| +|frequency|Decimal|The frequency of the comet tail's noise. Default is 1.547| +|lacunarity|Decimal|The [lacunarity](https://en.wikipedia.org/wiki/Lacunarity) of the comet tail's noise. Default is 1.518.| +|gain|Decimal|? Default is 0.734.| +|radius|Decimal|The radius of the teardrop that makes up the comet tail. Default is 2000.| +|length|Decimal|The length of the comet tail. Default is 16000.| |opacityCurve|FloatCurve|A curve that associates a distance value with an opacity value from 0 to 1?| |brightnessCurve|FloatCurve|A curve that associates a distance value with a brightness value.| diff --git a/content/kex/EmissiveFX.md b/content/kex/EmissiveFX.md index 278bce0..dae7204 100644 --- a/content/kex/EmissiveFX.md +++ b/content/kex/EmissiveFX.md @@ -40,13 +40,13 @@ Body |--------|------|-----------| |emissiveMap|File Path|The texture defining how emissive a spot on the planet is. The default is the ScaledVersion `mainTex`.| |color|Color|The color of the emission. Default is white.| -|brightness|Float|The brightness of the emission. The default is 1.25.| -|transparency|Float|The visibility of the original texture through the glow. The default is 0.75.| +|brightness|Decimal|The brightness of the emission. The default is 1.25.| +|transparency|Decimal|The visibility of the original texture through the glow. The default is 0.75.| *Mods/EmissiveFX* |Property|Format|Description| |--------|------|-----------| |color|Color|The color of the emission. Default is white.| -|brightness|Float|The brightness of the emission. Default is 1.4.| -|transparency|Float|The visibility of the original texture through the glow. Te default is 0.6.| +|brightness|Decimal|The brightness of the emission. Default is 1.4.| +|transparency|Decimal|The visibility of the original texture through the glow. Te default is 0.6.| diff --git a/content/kex/ProceduralGasGiants.md b/content/kex/ProceduralGasGiants.md index a8fcd70..5304655 100644 --- a/content/kex/ProceduralGasGiants.md +++ b/content/kex/ProceduralGasGiants.md @@ -32,11 +32,11 @@ ScaledVersion |stormMap|File Path|The texture containing the storm map for the gas giant.| |seed|Integer|The random seed for Perlin noise. Defaults to 0.| |animate|Boolean|Whether to animate the gas giant. Animation only speeds up until 5000x timewarp speed. Defaults to `true`.| -|cloudSpeed|Float|The speed at which the clouds should move. Defaults to 20.| +|cloudSpeed|Decimal|The speed at which the clouds should move. Defaults to 20.| |hasStorms|Boolean|Whether the gas giant should have storms.| -|distortion|Float|The distortion amount for the gas giant bands?| -|frequency|Float|The number of bands that should be present on the gas giant?| -|lacunarity|Float|?| -|gain|Float|?| -|stormFrequency|Float|The frequency of the storms that should occur on the gas giant.| -|stormDistortion|Float|The distortion of the storms.| \ No newline at end of file +|distortion|Decimal|The distortion amount for the gas giant bands?| +|frequency|Decimal|The number of bands that should be present on the gas giant?| +|lacunarity|Decimal|?| +|gain|Decimal|?| +|stormFrequency|Decimal|The frequency of the storms that should occur on the gas giant.| +|stormDistortion|Decimal|The distortion of the storms.| \ No newline at end of file diff --git a/content/kex/ReentryEffects.md b/content/kex/ReentryEffects.md index c662557..e7508a7 100644 --- a/content/kex/ReentryEffects.md +++ b/content/kex/ReentryEffects.md @@ -138,26 +138,26 @@ NOTE: Anything that isn't a Node is a Min/Max Node that contains simply a `min` |-------------|------|-----------| |ReentryEffects|Node|Node for all aerodrag effects.| |ReentryHeat|Node|Node for the reentry flame effects. The minimum values occur when the reentry flames are fading into or out of existence, and the maximum values occur when the reentry flames are in full effect. The "Fade-in" and "Fade-out" duration depend on your craft's speed and the atmospheric pressure.| -|airspeedNoisePitch|Float|"Woosh" sound effect pitch. 1 is probably the "normal" pitch, but the maximum is unknown.| -|airspeedNoiseVolume|Float|"Woosh" sound effect volume. 1 appears to be the max volume.| -|edgeFade|Float|How intense the flames are and how much they fade closer to the ends and edges of the plume. Values greater than 2(?) are invisible.| -|falloff1|Float|Determines some aspect of the intensity of the min-max transition fade as well as how much the reentry flames appear to billow. 0 makes the effects appear straight, values greater than 2 look bad. Negative values of ~1 sort of make the transitions overlap and the flames bunch up together, while negative values greater than 5 just become extremely buggy.| -|falloff2|Float|How "fuzzy" and wobbly the reentry effects appear perpendicular to your drag. The highest effective value is somewhere around 5. 0 makes the effects appear straight, negative values of ~1 make the flames project outwards behind the craft, and higher values make it shoot out of the craft like a laser beam.| -|falloff3|Float|Function undetermined. Disables the reentry flames if set to 0 or a negative number.| -|intensity|Float|How sporadically the reentry flames wobble close to the ends and edges of the plume.| -|length|Float|How large the reentry flames are. 1 is right up against the craft, 10 envelopes the whole ship.| -|lightPower|Float|The intensity of the light which is cast upon the wind-wards side of your craft during reentry. 10 means it'll be very bright, 0 means there won't be any.| -|wobble|Float|How sporadically the reentry flames wobble on a large scale. 0 makes the effects stationary (sort of), 1 makes em vibrate as normal. Values higher than 1 tend not to look so good.| +|airspeedNoisePitch|Decimal|"Woosh" sound effect pitch. 1 is probably the "normal" pitch, but the maximum is unknown.| +|airspeedNoiseVolume|Decimal|"Woosh" sound effect volume. 1 appears to be the max volume.| +|edgeFade|Decimal|How intense the flames are and how much they fade closer to the ends and edges of the plume. Values greater than 2(?) are invisible.| +|falloff1|Decimal|Determines some aspect of the intensity of the min-max transition fade as well as how much the reentry flames appear to billow. 0 makes the effects appear straight, values greater than 2 look bad. Negative values of ~1 sort of make the transitions overlap and the flames bunch up together, while negative values greater than 5 just become extremely buggy.| +|falloff2|Decimal|How "fuzzy" and wobbly the reentry effects appear perpendicular to your drag. The highest effective value is somewhere around 5. 0 makes the effects appear straight, negative values of ~1 make the flames project outwards behind the craft, and higher values make it shoot out of the craft like a laser beam.| +|falloff3|Decimal|Function undetermined. Disables the reentry flames if set to 0 or a negative number.| +|intensity|Decimal|How sporadically the reentry flames wobble close to the ends and edges of the plume.| +|length|Decimal|How large the reentry flames are. 1 is right up against the craft, 10 envelopes the whole ship.| +|lightPower|Decimal|The intensity of the light which is cast upon the wind-wards side of your craft during reentry. 10 means it'll be very bright, 0 means there won't be any.| +|wobble|Decimal|How sporadically the reentry flames wobble on a large scale. 0 makes the effects stationary (sort of), 1 makes em vibrate as normal. Values higher than 1 tend not to look so good.| |color|Color|The color of the reentry flames in RGBA. Darker colors will result in more flames which are more transparent, negative values are invisible.| |Condensation|Node|The minimum values occur when the condensation plume is fading into or out of existence, and the maximum values occur when the condensation plume is in full effect. The "Fade-in" and "Fade-out" duration depend on your craft's speed and the atmospheric pressure.| -|airspeedNoisePitch|Float|"Woosh" sound effect pitch. 1 is probably the "normal" pitch, but the maximum is unknown.| -|airspeedNoiseVolume|Float|"Woosh" sound effect volume. 1 appears to be the max volume.| -|edgeFade|Float|How intense the plume is and how much it fades closer to its ends and edges. Values greater than 2(?) are invisible.| -|falloff1|Float|Determines some aspect of the intensity of the min-max transition fade as well as how much the condensation plume appears to billow. 0 makes the effects appear straight, values greater than 2 look bad. Negative values of ~1 sort of make the transitions overlap and the plumes bunch up together, while negative values greater than 5 just become extremely buggy.| -|falloff2|Float|How "fuzzy" and wobbly the condensation plume appears perpendicular to your drag. The highest effective value is somewhere around 5. 0 makes the effects appear straight, negative values of ~1 make the plume project outwards behind the craft, and higher values make it shoot out of the craft like a laser beam.| -|falloff3|Float|Function undetermined. Disables the reentry flames if set to 0 or a negative number.| -|intensity|Float|How sporadically the condensation plume wobbles close to the ends and edges of the plume.| -|length|Float|How large the condensation plume is.| -|lightPower|Float|The intensity of the light which is cast upon the wind-wards side of your craft when the condensation plume is in effect. 10 means it'll be very bright, 0 means there won't be any.| -|wobble|Float|How sporadically the condensation plume wobbles on a large scale. 0 makes the effects stationary (sort of), 1 makes em vibrate as normal. Values higher than 1 tend not to look so good.| +|airspeedNoisePitch|Decimal|"Woosh" sound effect pitch. 1 is probably the "normal" pitch, but the maximum is unknown.| +|airspeedNoiseVolume|Decimal|"Woosh" sound effect volume. 1 appears to be the max volume.| +|edgeFade|Decimal|How intense the plume is and how much it fades closer to its ends and edges. Values greater than 2(?) are invisible.| +|falloff1|Decimal|Determines some aspect of the intensity of the min-max transition fade as well as how much the condensation plume appears to billow. 0 makes the effects appear straight, values greater than 2 look bad. Negative values of ~1 sort of make the transitions overlap and the plumes bunch up together, while negative values greater than 5 just become extremely buggy.| +|falloff2|Decimal|How "fuzzy" and wobbly the condensation plume appears perpendicular to your drag. The highest effective value is somewhere around 5. 0 makes the effects appear straight, negative values of ~1 make the plume project outwards behind the craft, and higher values make it shoot out of the craft like a laser beam.| +|falloff3|Decimal|Function undetermined. Disables the reentry flames if set to 0 or a negative number.| +|intensity|Decimal|How sporadically the condensation plume wobbles close to the ends and edges of the plume.| +|length|Decimal|How large the condensation plume is.| +|lightPower|Decimal|The intensity of the light which is cast upon the wind-wards side of your craft when the condensation plume is in effect. 10 means it'll be very bright, 0 means there won't be any.| +|wobble|Decimal|How sporadically the condensation plume wobbles on a large scale. 0 makes the effects stationary (sort of), 1 makes em vibrate as normal. Values higher than 1 tend not to look so good.| |color|Color|The color of the condensation plume in RGBA. Darker colors will result in a more transparent plume, negative values are invisible.| diff --git a/content/kex/VertexHeightDeformity.md b/content/kex/VertexHeightDeformity.md index 4bdef3a..dba98e8 100644 --- a/content/kex/VertexHeightDeformity.md +++ b/content/kex/VertexHeightDeformity.md @@ -21,5 +21,5 @@ PQS |Property|Format|Description| |--------|------|-----------| -|deformity|Float|The amount of deformation that the terrain should undergo. Each point's height on the sphere is multiplied by this value.| +|deformity|Decimal|The amount of deformation that the terrain should undergo. Each point's height on the sphere is multiplied by this value.| |scaleDeformityByRadius|Boolean|Whether to multiply the deformity by the body's radius.| \ No newline at end of file diff --git a/content/kex/VertexHeightMap16.md b/content/kex/VertexHeightMap16.md index 2d55d3a..05f8c25 100644 --- a/content/kex/VertexHeightMap16.md +++ b/content/kex/VertexHeightMap16.md @@ -33,6 +33,6 @@ PQS |Property|Format|Description| |--------|------|-----------| |map|File Path|A 16-bpp encoded texture containing the body's heightmap in greyscale. Black is the `offset` height, and White is the `deformity + offset` height.| -|offset|Float|The offset of the height map from the body's radius.| -|deformity|Float|The deformity of the height map (difference between lowest and highest point).| +|offset|Decimal|The offset of the height map from the body's radius.| +|deformity|Decimal|The deformity of the height map (difference between lowest and highest point).| |scaleDeformityByRadius|Boolean|Whether to multiply the deformity by the planet's radius.| \ No newline at end of file diff --git a/content/kex/Wormholes.md b/content/kex/Wormholes.md index b1f190e..dc34297 100644 --- a/content/kex/Wormholes.md +++ b/content/kex/Wormholes.md @@ -27,11 +27,11 @@ Body |Property|Format|Description| |--------|------|-----------| |partner|Text|The name of the destination body.| -|influenceAltitude|Float|The altitude in meters at which the wormhole will start to affect the ship. Below this height, the ship is uncontrollable.| -|jumpMaxAltitude|Float|The maximum periapsis height for jump to occur.| -|jumpMinAltitude|Float|The minimum periapsis height for jump to occur.| -|heatRate|Float|The amount of heat, in Kelvins, applied to the ship per frame while jumping.| +|influenceAltitude|Decimal|The altitude in meters at which the wormhole will start to affect the ship. Below this height, the ship is uncontrollable.| +|jumpMaxAltitude|Decimal|The maximum periapsis height for jump to occur.| +|jumpMinAltitude|Decimal|The minimum periapsis height for jump to occur.| +|heatRate|Decimal|The amount of heat, in Kelvins, applied to the ship per frame while jumping.| |entryMessage|Text|The message displayed when entering the influenceAltitude.| |exitMessage|Text|The message displayed when exiting the influenceAltitude.| -|entryMsgDuration|Float|The number of seconds that the entry message is on-screen. This value is optional, and the default is 2.| -|exitMsgDuration|Float|The number of seconds that the exit message is on-screen. This value is optional, and the default is 2.| \ No newline at end of file +|entryMsgDuration|Decimal|The number of seconds that the entry message is on-screen. This value is optional, and the default is 2.| +|exitMsgDuration|Decimal|The number of seconds that the exit message is on-screen. This value is optional, and the default is 2.| \ No newline at end of file