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https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Merge branch 'master' into develop
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commit
1ab8d0f6bc
@ -22,7 +22,7 @@ Shader "ConformalDecals/Feature/Bumped"
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}
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SubShader
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{
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Tags { "Queue" = "Geometry+100" }
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Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
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Cull [_Cull]
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Ztest LEqual
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@ -25,7 +25,7 @@ Shader "ConformalDecals/Paint/Diffuse"
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}
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SubShader
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{
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Tags { "Queue" = "Geometry+100" }
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Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
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Cull [_Cull]
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Ztest LEqual
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@ -27,7 +27,7 @@ Shader "ConformalDecals/Paint/DiffuseSDF"
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}
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SubShader
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{
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Tags { "Queue" = "Geometry+100" }
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Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
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Cull [_Cull]
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Ztest LEqual
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@ -30,7 +30,7 @@ Shader "ConformalDecals/Paint/Specular"
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}
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SubShader
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{
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Tags { "Queue" = "Geometry+100" }
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Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
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Cull [_Cull]
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Ztest LEqual
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@ -32,7 +32,7 @@ Shader "ConformalDecals/Paint/SpecularSDF"
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}
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SubShader
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{
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Tags { "Queue" = "Geometry+100" }
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Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
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Cull [_Cull]
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Ztest LEqual
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@ -12,7 +12,7 @@ Shader "ConformalDecals/SelectionGlow"
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "true" }
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Cull Back
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ZWrite Off
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@ -240,6 +240,17 @@ namespace ConformalDecals {
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UpdateMaterials();
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// handle tweakables
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if (HighLogic.LoadedSceneIsEditor) {
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GameEvents.onEditorPartEvent.Add(OnEditorEvent);
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GameEvents.onVariantApplied.Add(OnVariantApplied);
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UpdateTweakables();
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}
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}
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public override void OnStartFinished(StartState state) {
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// handle game events
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if (HighLogic.LoadedSceneIsGame) {
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// set initial attachment state
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if (part.parent == null) {
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@ -249,27 +260,20 @@ namespace ConformalDecals {
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OnAttach();
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}
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}
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// handle tweakables
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if (HighLogic.LoadedSceneIsEditor) {
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GameEvents.onEditorPartEvent.Add(OnEditorEvent);
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GameEvents.onVariantApplied.Add(OnVariantApplied);
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UpdateTweakables();
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}
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// handle flight events
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if (HighLogic.LoadedSceneIsFlight) {
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GameEvents.onPartWillDie.Add(OnPartWillDie);
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if (part.parent == null) part.explode();
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Part.layerMask |= 1 << DecalConfig.DecalLayer;
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decalColliderTransform.gameObject.layer = DecalConfig.DecalLayer;
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if (!selectableInFlight || !DecalConfig.SelectableInFlight) {
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decalColliderTransform.GetComponent<Collider>().enabled = false;
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_boundsRenderer.enabled = false;
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}
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if (part.parent == null) part.explode();
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}
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}
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@ -1,4 +1,3 @@
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v0.2.0
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------
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- New Parts:
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@ -7,6 +6,14 @@ v0.2.0
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- Fixed WIDTH and HEIGHT scale modes being flipped
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- Removed debug log statements
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v0.1.4
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------
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- Fixes:
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- Fixed decals rendering onto disabled B9PS part variants
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- Decals will still not update whan their parent part's B9PS variant is changed, both in flight and in the editor. This is known and awaiting a change to B9PS to be fixed.
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- Fixed decal bounds rendering as dark cubes when shadowed by EVE clouds.
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- Fixed decals being shadowed by EVE clouds, causing the part underneath to appear overly dark.
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v0.1.3
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------
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Fixes:
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@ -19,8 +26,6 @@ Changes:
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- Small refactor of node parsing code
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- Colors can now be specified in hex (#RGB, #RGBA, #RRGGBB, or #RRGGBBAA) or using the colors specified in the XKCDColors class
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v0.1.2
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------
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Fixes:
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