Equipment Data Simplification
Removed blueprint system for crafting (and excised anything depending on that) Implemented smootherstep and used it for wormhole animation Quality dependent durability and heat exponents are now global instead of item specific Database list view now groups equipment by manufacturer Thrusters can now consume energy Weapons can have reloads even when they don't have ammo
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49 changed files with 6943 additions and 1548 deletions
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@ -316,11 +316,11 @@ public abstract class EquippableItemData : CraftedItemData
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[InspectableTemperature, JsonProperty("maxTemp"), Key(14)]
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public float MaximumTemperature;
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[InspectableField, JsonProperty("durabilityExponent"), Key(15), SimplePerformanceStat]
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public PerformanceStat DurabilityExponent = new PerformanceStat();
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[InspectableField, JsonProperty("heatExponent"), Key(16), SimplePerformanceStat]
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public PerformanceStat HeatExponent = new PerformanceStat();
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// [InspectableField, JsonProperty("durabilityExponent"), Key(15), SimplePerformanceStat]
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// public PerformanceStat DurabilityExponent = new PerformanceStat();
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//
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// [InspectableField, JsonProperty("heatExponent"), Key(16), SimplePerformanceStat]
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// public PerformanceStat HeatExponent = new PerformanceStat();
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[InspectableAnimationCurve, JsonProperty("performanceCurve"), Key(17)]
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public float4[] HeatPerformanceCurve;
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@ -495,17 +495,14 @@ public class PerformanceStat
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[JsonProperty("max"), Key(1)] public float Max;
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[JsonProperty("durabilityDependent"), Key(2)]
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public bool DurabilityDependent;
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[JsonProperty("heatExponentMultiplier"), Key(2)]
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public float HeatExponentMultiplier;
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[JsonProperty("qualityExponent"), Key(3)]
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[JsonProperty("durabilityExponentMultiplier"), Key(3)]
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public float DurabilityExponentMultiplier;
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[JsonProperty("qualityExponent"), Key(4)]
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public float QualityExponent;
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[JsonProperty("heatDependent"), Key(4)]
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public bool HeatDependent;
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[JsonProperty("heatExponentMultiplier"), Key(5)]
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public float HeatExponentMultiplier = 1;
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//[JsonProperty("id"), Key(5)] public Guid ID = Guid.NewGuid();
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