New Features/Changes:
- Added this wonderful help menu
- Added "Stop when submerged option", this stops the flooding once your vehicle has been submerged by the water
- Changed "Enable" toggle to a Start/Stop Button
- Reset button now disables flooding
- When water reaches the heightLimit, it will now stop flooding
- Changed max speed from 1 to 50 (also exposed it so you can modify it from the console `flood.maxSpeed = numberHere`)
- Flood speed now respects bullet time (slow motion)
- Made the UI look slightly better
- Disabled UI elements when there is no ocean
- Improved tooltips
- Added presets, might be useful for flood maps with difficulty settings
- You can now only select "Decrease" or "Gradual Return", you can't do both
- Improved resizing window height when the rain section is hidden
- It will keep the size if you manually resized it, otherwise it will resize itself to fit the new content height
Fixes:
- I'm fairly certain I've fixed the "attempt to index global 'flood'" for some users, let's pray
- Gradual Return will now decrease the water level to the precise starting position
- Fixed flood with rain not functioning correctly (it didn't work when `Speed` was 0)
- Fixed mission file changes, we now use `onClientStartMission` and `onClientEndMission` instead of checking in `onUpdate`
- Time in environment options is now synced with the in-game time. I have also made it match the slider (time from 12 -> 0 -> 12) instead of 0-24
- Renamed "Decrease to initial" to "Gradual Return"
Changes you don't care about:
Note: I had to upload this as 1.4 instead of 1.4.0 due to a bug, quite upsetting :/
- Removed skyColor and related functions, they never got used
- Added comments to the code
- Changed from deprecated `registerCoreModule` to `setExtensionUnloadMode`
- Simplified and improved a lot of the code
- Added a `defaults` table for variables
- Moved `floodui` to the utility folder, that way I don't have to worry about it being loaded before the flood mod itself.
Flood 1.4.1
Ever wanted to flood a map without using the level editor? Now you can with this script


