1.5 Update Memleak Fixed DDS Optimizations

This commit is contained in:
2024-08-30 14:59:16 -04:00
parent 0047762ec7
commit a3987bf535
58 changed files with 5873 additions and 0 deletions

View File

@@ -0,0 +1,48 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Vehicles.VehicleBuildDef ParentName="VehicleBaseBuildable">
<defName>VVE_TEKSeven_Blueprint</defName>
<label>TEK7</label>
<description>An aerial vessel designed to hold many people, with several automatic launchbays able to hold a person, and quickly eject said person to the outside of the ship. Huge cargo capacity.\n\n&lt;color=#bb8f04&gt;Crew:&lt;/color&gt; Pilot x1 Passengers x32\n&lt;color=#bb8f04&gt;Fuel type:&lt;/color&gt; Chemfuel</description>
<designationCategory>VF_Vehicles</designationCategory>
<graphicData>
<texPath>Things/Vehicles/Tier3.9/Tier3.9_TEK7/TEK7</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(15, 15)</drawSize>
</graphicData>
<statBases>
<MaxHitPoints>500</MaxHitPoints>
<WorkToBuild>16000</WorkToBuild>
<Flammability>0.5</Flammability>
</statBases>
<size>(5, 9)</size>
<researchPrerequisites>
<li>ShipReactor</li>
</researchPrerequisites>
<costList>
<VVE_EngineBlock>2</VVE_EngineBlock>
<VVE_CarAlternator>2</VVE_CarAlternator>
<VVE_CarExhaust>4</VVE_CarExhaust>
<VVE_CarSuspension>3</VVE_CarSuspension>
<VVE_CarWheel>3</VVE_CarWheel>
<VVE_CarTransmission>1</VVE_CarTransmission>
<VVE_CarWiring>1</VVE_CarWiring>
<VVE_CarFuelTank>2</VVE_CarFuelTank>
<Steel>4500</Steel>
<Gold>350</Gold>
<Silver>6000</Silver>
<ComponentIndustrial>20</ComponentIndustrial>
</costList>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<thingToSpawn>VVE_TEKSeven</thingToSpawn>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
</Vehicles.VehicleBuildDef>
</Defs>

View File

@@ -0,0 +1,827 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Vehicles.VehicleDef ParentName="VehiclePawn_Mechanical">
<defName>VVE_TEKSeven</defName>
<label>TEK7</label>
<description>An aerial vessel designed to hold many people, with several automatic launchbays able to hold a person, and quickly eject said person to the outside of the ship. Huge cargo capacity.\n\n&lt;color=#bb8f04&gt;Crew:&lt;/color&gt; Pilot x1 Passengers x32\n&lt;color=#bb8f04&gt;Fuel type:&lt;/color&gt; Chemfuel</description>
<graphicData>
<texPath>Things/Vehicles/Tier3.9/Tier3.9_TEK7/TEK7</texPath>
<graphicClass>Vehicles.Graphic_Vehicle</graphicClass>
<shaderType>CutoutComplexPattern</shaderType>
<drawSize>(15, 15)</drawSize> <!--CHANGE-->
<color>(72, 77, 72)</color>
<colorTwo>(56, 55, 50)</colorTwo>
<colorThree>(100, 69, 59)</colorThree>
</graphicData>
<fillPercent>1</fillPercent>
<nameable>true</nameable>
<buildDef>VVE_TEKSeven_Blueprint</buildDef>
<size>(15, 15)</size> <!--CHANGE-->
<vehicleMovementPermissions>DriverNeeded</vehicleMovementPermissions>
<canCaravan LockSetting = "True">false</canCaravan>
<vehicleCategory>Transport</vehicleCategory>
<techLevel>Industrial</techLevel>
<vehicleType>Air</vehicleType>
<statBases>
<ArmorRating_Blunt>0.28</ArmorRating_Blunt>
<ArmorRating_Sharp>0.54</ArmorRating_Sharp>
<ArmorRating_Heat>1.0</ArmorRating_Heat>
<Flammability>0.5</Flammability>
<MarketValue>2950</MarketValue>
</statBases>
<vehicleStats>
<Mass>280</Mass>
<MoveSpeed>3</MoveSpeed>
<CargoCapacity>10000</CargoCapacity> <!--CHANGE-->
<RepairRate>0.5</RepairRate>
<FlightSpeed>25</FlightSpeed> <!--CHANGE-->
</vehicleStats>
<race>
<baseBodySize>6.5</baseBodySize>
</race>
<properties>
<defaultBiomesImpassable>false</defaultBiomesImpassable>
<vehicleJobLimitations>
<li>(RepairVehicle, 3)</li>
</vehicleJobLimitations>
<roles>
<li>
<key>pilot</key>
<label>Pilot</label>
<slots>1</slots>
<slotsToOperate>1</slotsToOperate>
<handlingTypes>
<li>Movement</li>
</handlingTypes>
<hitbox>
<cells>
<li>(0, 1)</li>
</cells>
</hitbox>
</li>
<li>
<key>passenger</key>
<label>Passenger</label>
<slots>32</slots>
<hitbox>
<cells>
<li>(0, 3)</li>
<li>(1, 3)</li>
<li>(-1, 2)</li>
<li>(0, 2)</li>
<li>(1, 2)</li>
</cells>
</hitbox>
</li>
</roles>
</properties>
<components>
<li>
<key>Engine</key>
<label>Engine</label>
<health>120</health>
<priorityStatEfficiency>true</priorityStatEfficiency>
<depth>Internal</depth>
<reactors>
<li Class = "Vehicles.Reactor_Explosive">
<indicator>VF_Explosive</indicator>
<chance>0.25</chance>
<maxHealth>0.2</maxHealth>
<radius>3</radius>
<damageDef>Flame</damageDef>
</li>
</reactors>
<hitbox>
<cells>
<li>(0, 2)</li>
</cells>
</hitbox>
<categories>
<li>MoveSpeed</li>
<li>FlightControl</li>
<li>FlightSpeed</li>
</categories>
</li>
<li>
<key>LeftLandingWheel</key>
<label>Left Landing Wheel</label>
<health>45</health>
<depth>External</depth>
<armor>
<ArmorRating_Blunt>0</ArmorRating_Blunt>
<ArmorRating_Sharp>0</ArmorRating_Sharp>
</armor>
<tags>
<li>Wheel</li>
</tags>
<hitbox>
<fallthrough>false</fallthrough>
<cells>
<li>(-1, 1)</li>
</cells>
</hitbox>
<categories>
<li>MoveSpeed</li>
</categories>
</li>
<li>
<key>RightLandingWheel</key>
<label>Right Landing Wheel</label>
<health>45</health>
<depth>External</depth>
<armor>
<ArmorRating_Blunt>0</ArmorRating_Blunt>
<ArmorRating_Sharp>0</ArmorRating_Sharp>
</armor>
<tags>
<li>Wheel</li>
</tags>
<hitbox>
<fallthrough>false</fallthrough>
<cells>
<li>(1, 1)</li>
</cells>
</hitbox>
<categories>
<li>MoveSpeed</li>
</categories>
</li>
<li>
<key>CentralLandingWheel</key>
<label>Central Landing Wheel</label>
<health>45</health>
<depth>External</depth>
<armor>
<ArmorRating_Blunt>0</ArmorRating_Blunt>
<ArmorRating_Sharp>0</ArmorRating_Sharp>
</armor>
<tags>
<li>Wheel</li>
</tags>
<hitbox>
<fallthrough>false</fallthrough>
<cells>
<li>(0, -2)</li>
</cells>
</hitbox>
<categories>
<li>MoveSpeed</li>
</categories>
</li>
<li>
<key>LeftHorizontalStabilizer</key>
<label>Left Horizontal Stabilizer</label>
<health>40</health>
<depth>External</depth>
<hitbox>
<cells>
<li>(-1, -1)</li>
</cells>
</hitbox>
<categories>
<li>FlightControl</li>
</categories>
</li>
<li>
<key>RightHorizontalStabilizer</key>
<label>Right Horizontal Stabilizer</label>
<health>40</health>
<depth>External</depth>
<hitbox>
<cells>
<li>(1, 1)</li>
</cells>
</hitbox>
<categories>
<li>FlightControl</li>
</categories>
</li>
<li>
<key>FuelIntake</key>
<label>Fuel Intake</label>
<health>50</health>
<depth>Internal</depth>
<hitbox>
<cells>
<li>(0, 1)</li>
</cells>
</hitbox>
<categories>
<li>MoveSpeed</li>
<li>FlightSpeed</li>
</categories>
</li>
<li>
<key>Transmission</key>
<label>Transmission</label>
<health>40</health>
<depth>Internal</depth>
<hitbox>
<cells>
<li>(0, 2)</li>
</cells>
</hitbox>
<categories>
<li>MoveSpeed</li>
<li>FlightSpeed</li>
</categories>
</li>
<li>
<key>Rudder</key>
<label>Rudder</label>
<health>75</health>
<depth>External</depth>
<hitbox>
<cells>
<li>(0, -2)</li>
</cells>
</hitbox>
<categories>
<li>FlightControl</li>
</categories>
</li>
<li>
<key>Fuselage</key>
<label>Fuselage</label>
<health>300</health>
<depth>External</depth>
<hitbox>
<cells>
<li>(0, 2)</li>
<li>(0, 1)</li>
<li>(0, 0)</li>
<li>(0, -1)</li>
<li>(0, -2)</li>
</cells>
</hitbox>
</li>
<li>
<key>Chemtank</key>
<label>Chemtank</label>
<health>100</health>
<depth>Internal</depth>
<reactors>
<li Class = "Vehicles.Reactor_FuelLeak"/>
<li Class = "Vehicles.Reactor_Explosive">
<indicator>VF_Explosive</indicator>
<chance>0.25</chance>
<maxHealth>0.2</maxHealth>
<radius>3</radius>
<damageDef>Flame</damageDef>
</li>
</reactors>
<hitbox>
<cells>
<li>(0, -1)</li>
</cells>
</hitbox>
</li>
<li>
<key>LeftWing</key>
<label>Left Wing</label>
<health>125</health>
<depth>External</depth>
<hitbox>
<cells>
<li>(-1, 1)</li>
<li>(-2, 1)</li>
</cells>
</hitbox>
<categories>
<li>FlightControl</li>
</categories>
</li>
<li>
<key>RightWing</key>
<label>Right Wing</label>
<health>125</health>
<depth>External</depth>
<hitbox>
<cells>
<li>(1, 1)</li>
<li>(2, 1)</li>
</cells>
</hitbox>
<categories>
<li>FlightControl</li>
</categories>
</li>
<li>
<key>Upholstery</key>
<label>Upholstery</label>
<health>30</health>
<depth>Internal</depth>
<hitWeight>2</hitWeight>
</li>
<li>
<key>Dashboard</key>
<label>Dashboard</label>
<health>30</health>
<depth>Internal</depth>
</li>
<li>
<key>Servos</key>
<label>Servos</label>
<health>20</health>
<depth>Internal</depth>
<hitWeight>3</hitWeight>
</li>
</components>
<comps>
<li Class="Vehicles.CompProperties_FueledTravel">
<fuelType>Chemfuel</fuelType>
<leakDef>Filth_Fuel</leakDef>
<fuelConsumptionRate>50</fuelConsumptionRate> <!--CHANGE-->
<fuelCapacity>10500</fuelCapacity> <!--CHANGE-->
</li>
<li Class="Vehicles.CompProperties_VehicleLauncher">
<fuelConsumptionWorldMultiplier>120</fuelConsumptionWorldMultiplier> <!--CHANGE-->
<launchProtocol Class="Vehicles.PropellerTakeoff">
<launchProperties Class = "Vehicles.PropellerProtocolProperties">
<maxTicks>800</maxTicks>
<maxTicksVertical>600</maxTicksVertical>
<maxTicksPropeller>1200</maxTicksPropeller>
<forcedRotation>East</forcedRotation>
<lockShadowZ>true</lockShadowZ>
<rotationCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 0)</li>
<li>(0.34, 0.07)</li>
<li>(0.31, 3.91)</li>
<li>(0.5, 6.22)</li>
<li>(0.72, 5.36)</li>
<li>(0.88, 6.54)</li>
<li>(1, 6.5)</li>
</points>
</rotationCurve>
<rotationVerticalCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 0)</li>
<li>(0.2, 2)</li>
<li>(0.4, 6)</li>
<li>(0.6, -8)</li>
<li>(0.8, 3.3)</li>
<li>(1, 4)</li>
</points>
</rotationVerticalCurve>
<angularVelocityPropeller Class="SmashTools.BezierCurve">
<points>
<li>0, 0</li>
<li>0.5, 0</li>
<li>1, 59</li>
</points>
</angularVelocityPropeller>
<xPositionCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 0)</li>
<li>(0.2, 1.33)</li>
<li>(0.4, 1)</li>
<li>(0.62, 28.18)</li>
<li>(0.85, 42.12)</li>
<li>(1, 140)</li>
</points>
</xPositionCurve>
<xPositionVerticalCurve Class="SmashTools.BezierCurve">
<points>
<li>0, 0</li>
<li>0.2, 0</li>
<li>0.4, 0</li>
<li>0.6, 0</li>
<li>0.8, 0</li>
<li>1, 1</li>
</points>
</xPositionVerticalCurve>
<zPositionCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 0)</li>
<li>(0, 1.3)</li>
<li>(0.15, 1.14)</li>
<li>(0.31, 2.17)</li>
<li>(0.54, 1.47)</li>
<li>(0.7, 5.08)</li>
<li>(0.93, 5.12)</li>
<li>(1, 7.5)</li>
</points>
</zPositionCurve>
<zPositionVerticalCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 0)</li>
<li>(0.15, 0)</li>
<li>(0.85, 12.3)</li>
<li>(1, 15)</li>
</points>
</zPositionVerticalCurve>
<shadowAlphaPropellerCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 0)</li>
<li>(0.15, 0)</li>
<li>(0.2, 0)</li>
<li>(0.3, 1)</li>
</points>
</shadowAlphaPropellerCurve>
<fleckDataVertical>
<def>DustPuff</def>
<angle>0~360</angle>
<runOutOfStep>false</runOutOfStep>
<lockFleckX>false</lockFleckX>
<airTime>
<points>
<li>(1, 1)</li>
</points>
</airTime>
<drawOffset Class="SmashTools.BezierCurve">
<points>
<li>(0, 4)</li>
<li>(0.25, 4)</li>
<li>(0.5, 4)</li>
<li>(0.75, 6)</li>
<li>(0.75, 8)</li>
</points>
</drawOffset>
<xFleckPositionCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 1.5)</li>
</points>
</xFleckPositionCurve>
<frequency Class="SmashTools.BezierCurve">
<points>
<li>(0, 160)</li>
<li>(0.25, 160)</li>
<li>(0.5, 160)</li>
<li>(0.75, 130)</li>
<li>(0.75, 0)</li>
</points>
</frequency>
<rotationRate>
<points>
<li>(0, 3)</li>
<li>(1, 1)</li>
</points>
</rotationRate>
<size Class="SmashTools.BezierCurve">
<points>
<li>(0, 2.5)</li>
<li>(0.25, 1.64)</li>
<li>(0.75, 1.56)</li>
<li>(1, 1)</li>
</points>
</size>
<speed>
<points>
<li>(0, 6)</li>
<li>(1, 3)</li>
</points>
</speed>
</fleckDataVertical>
<fleckDataPropeller>
<def>DustPuff</def>
<angle>0~360</angle>
<runOutOfStep>false</runOutOfStep>
<lockFleckX>false</lockFleckX>
<airTime>
<points>
<li>(0, 0.5)</li>
<li>(0.5, 1)</li>
</points>
</airTime>
<drawOffset Class="SmashTools.BezierCurve">
<points>
<li>(0, 3)</li>
<li>(0.25, 3)</li>
<li>(0.5, 3)</li>
<li>(0.75, 4)</li>
<li>(1, 4)</li>
</points>
</drawOffset>
<xFleckPositionCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 1.5)</li>
</points>
</xFleckPositionCurve>
<frequency Class="SmashTools.BezierCurve">
<points>
<li>(0.2, 0)</li>
<li>(0.25, 20)</li>
<li>(0.75, 40)</li>
<li>(1, 160)</li>
</points>
</frequency>
<rotationRate>
<points>
<li>(0, 1)</li>
<li>(1, 3)</li>
</points>
</rotationRate>
<size Class="SmashTools.BezierCurve">
<points>
<li>(0, 1)</li>
<li>(0.25, 1.56)</li>
<li>(0.75, 1.64)</li>
<li>(1, 2.5)</li>
</points>
</size>
<speed>
<points>
<li>(0, 3)</li>
<li>(1, 6)</li>
</points>
</speed>
</fleckDataPropeller>
</launchProperties>
<landingProperties Class = "Vehicles.PropellerProtocolProperties">
<maxTicks>600</maxTicks>
<maxTicksVertical>1400</maxTicksVertical>
<maxTicksPropeller>900</maxTicksPropeller>
<forcedRotation>East</forcedRotation>
<lockShadowZ>true</lockShadowZ>
<angularVelocityPropeller Class="SmashTools.BezierCurve">
<points>
<li>(0, 59)</li>
<li>(0.5, 0)</li>
<li>(1, 0)</li>
</points>
</angularVelocityPropeller>
<rotationCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 10)</li>
<li>(0.2, 10)</li>
<li>(0.4, 10)</li>
<li>(0.68, 10)</li>
<li>(0.78, 6.74)</li>
<li>(0.69, 1.19)</li>
<li>(0.79, -2)</li>
<li>(1, -2)</li>
</points>
</rotationCurve>
<rotationVerticalCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 0)</li>
<li>(0.22, 4.57)</li>
<li>(0.44, 5.18)</li>
<li>(0.69, 3.37)</li>
<li>(0.79, 5.55)</li>
<li>(1, 2)</li>
</points>
</rotationVerticalCurve>
<xPositionCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, -150)</li>
<li>(0.32, -120.12)</li>
<li>(0.49, -91.06)</li>
<li>(0.64, -66)</li>
<li>(0.73, -41.07)</li>
<li>(0.87, -29.64)</li>
<li>(1, -20)</li>
</points>
</xPositionCurve>
<xPositionVerticalCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, -20)</li>
<li>(0.17, 6.65)</li>
<li>(0.3, 15)</li>
<li>(0.5, 20)</li>
<li>(0.75, 20)</li>
<li>(1, 20)</li>
</points>
</xPositionVerticalCurve>
<zPositionCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 5)</li>
<li>(0.25, 0.94)</li>
<li>(0.47, 0.46)</li>
<li>(0.74, 1.76)</li>
<li>(0.8, 0.58)</li>
<li>(1, 2.11)</li>
</points>
</zPositionCurve>
<zPositionVerticalCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 15)</li>
<li>(0.15, 18.09)</li>
<li>(0.5, 14)</li>
<li>(0.75, 0)</li>
<li>(1, -2.11)</li>
</points>
</zPositionVerticalCurve>
<shadowAlphaPropellerCurve Class="SmashTools.BezierCurve">
<points>
<li>(0.7, 1)</li>
<li>(0.85, 1)</li>
<li>(0.9, 1)</li>
<li>(1, 0)</li>
</points>
</shadowAlphaPropellerCurve>
<fleckDataVertical>
<def>DustPuff</def>
<angle>0~360</angle>
<runOutOfStep>false</runOutOfStep>
<lockFleckX>false</lockFleckX>
<airTime>
<points>
<li>(1, 1)</li>
</points>
</airTime>
<drawOffset Class="SmashTools.BezierCurve">
<points>
<li>(0, 8)</li>
<li>(0.25, 6)</li>
<li>(0.5, 4)</li>
<li>(0.75, 4)</li>
<li>(0.75, 4)</li>
</points>
</drawOffset>
<xFleckPositionCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 1.5)</li>
</points>
</xFleckPositionCurve>
<frequency Class="SmashTools.BezierCurve">
<points>
<li>(0.65, 0)</li>
<li>(0.65, 130)</li>
<li>(0.75, 160)</li>
<li>(0.75, 160)</li>
<li>(1, 160)</li>
</points>
</frequency>
<rotationRate>
<points>
<li>(0, 3)</li>
<li>(1, 1)</li>
</points>
</rotationRate>
<size Class="SmashTools.BezierCurve">
<points>
<li>(0, 1)</li>
<li>(0.25, 1.56)</li>
<li>(0.75, 1.64)</li>
<li>(1, 2.5)</li>
</points>
</size>
<speed>
<points>
<li>(0, 3)</li>
<li>(1, 6)</li>
</points>
</speed>
</fleckDataVertical>
<fleckDataPropeller>
<def>DustPuff</def>
<angle>0~360</angle>
<runOutOfStep>false</runOutOfStep>
<lockFleckX>false</lockFleckX>
<airTime>
<points>
<li>(0, 1)</li>
<li>(0.5, 0.5)</li>
</points>
</airTime>
<drawOffset Class="SmashTools.BezierCurve">
<points>
<li>(0, 4)</li>
<li>(0.25, 4)</li>
<li>(0.5, 4)</li>
<li>(0.75, 3)</li>
<li>(1, 3)</li>
</points>
</drawOffset>
<xFleckPositionCurve Class="SmashTools.BezierCurve">
<points>
<li>(0, 1.5)</li>
</points>
</xFleckPositionCurve>
<frequency Class="SmashTools.BezierCurve">
<points>
<li>(0, 160)</li>
<li>(0.05, 40)</li>
<li>(0.55, 20)</li>
<li>(0.8, 0)</li>
</points>
</frequency>
<rotationRate>
<points>
<li>(0, 3)</li>
<li>(1, 1)</li>
</points>
</rotationRate>
<size Class="SmashTools.BezierCurve">
<points>
<li>(0, 2.5)</li>
<li>(0.25, 1.64)</li>
<li>(0.75, 1.56)</li>
<li>(1, 1)</li>
</points>
</size>
<speed>
<points>
<li>(0, 6)</li>
<li>(1, 3)</li>
</points>
</speed>
</fleckDataPropeller>
</landingProperties>
</launchProtocol>
</li>
</comps>
</Vehicles.VehicleDef>
</Defs>