void PQSMod_CelestialBodyTransform.FadeOutSphere |
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override void PQSMod_CelestialBodyTransform.OnPreUpdate |
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override void PQSMod_CelestialBodyTransform.OnSetup |
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< if we're in edit mode we want the materials to be opaque
Reimplemented from PQSMod.
override void PQSMod_CelestialBodyTransform.OnSphereInactive |
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override void PQSMod_CelestialBodyTransform.OnSphereReset |
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override bool PQSMod_CelestialBodyTransform.OnSphereStart |
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override void PQSMod_CelestialBodyTransform.OnSphereTransformUpdate |
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override void PQSMod_CelestialBodyTransform.OnUpdateFinished |
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double PQSMod_CelestialBodyTransform.deactivateAltitude |
bool PQSMod_CelestialBodyTransform.forceActivate = false |
bool PQSMod_CelestialBodyTransform.forceRebuildOnTargetChange |
double PQSMod_CelestialBodyTransform.highQualityShaderDeactivateAltitude = -1 |
PQS system is deactivated at this height when using the high quality shader. Leave negative if there is no high quality material.
bool PQSMod_CelestialBodyTransform.overrideFade = false |
AltitudeFade [] PQSMod_CelestialBodyTransform.secondaryFades |
The documentation for this class was generated from the following file: