Merge branch 'master' into develop

feature-better-tweakables
Andrew Cassidy 4 years ago
commit 1ab8d0f6bc

@ -22,7 +22,7 @@ Shader "ConformalDecals/Feature/Bumped"
}
SubShader
{
Tags { "Queue" = "Geometry+100" }
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
Cull [_Cull]
Ztest LEqual

@ -25,7 +25,7 @@ Shader "ConformalDecals/Paint/Diffuse"
}
SubShader
{
Tags { "Queue" = "Geometry+100" }
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
Cull [_Cull]
Ztest LEqual

@ -27,7 +27,7 @@ Shader "ConformalDecals/Paint/DiffuseSDF"
}
SubShader
{
Tags { "Queue" = "Geometry+100" }
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
Cull [_Cull]
Ztest LEqual

@ -30,7 +30,7 @@ Shader "ConformalDecals/Paint/Specular"
}
SubShader
{
Tags { "Queue" = "Geometry+100" }
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
Cull [_Cull]
Ztest LEqual

@ -32,7 +32,7 @@ Shader "ConformalDecals/Paint/SpecularSDF"
}
SubShader
{
Tags { "Queue" = "Geometry+100" }
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
Cull [_Cull]
Ztest LEqual

@ -12,7 +12,7 @@ Shader "ConformalDecals/SelectionGlow"
}
SubShader
{
Tags { "Queue" = "Transparent" }
Tags { "Queue" = "Transparent" "IgnoreProjector" = "true" }
Cull Back
ZWrite Off

@ -240,6 +240,17 @@ namespace ConformalDecals {
UpdateMaterials();
// handle tweakables
if (HighLogic.LoadedSceneIsEditor) {
GameEvents.onEditorPartEvent.Add(OnEditorEvent);
GameEvents.onVariantApplied.Add(OnVariantApplied);
UpdateTweakables();
}
}
public override void OnStartFinished(StartState state) {
// handle game events
if (HighLogic.LoadedSceneIsGame) {
// set initial attachment state
if (part.parent == null) {
@ -249,27 +260,20 @@ namespace ConformalDecals {
OnAttach();
}
}
// handle tweakables
if (HighLogic.LoadedSceneIsEditor) {
GameEvents.onEditorPartEvent.Add(OnEditorEvent);
GameEvents.onVariantApplied.Add(OnVariantApplied);
UpdateTweakables();
}
// handle flight events
if (HighLogic.LoadedSceneIsFlight) {
GameEvents.onPartWillDie.Add(OnPartWillDie);
if (part.parent == null) part.explode();
Part.layerMask |= 1 << DecalConfig.DecalLayer;
decalColliderTransform.gameObject.layer = DecalConfig.DecalLayer;
if (!selectableInFlight || !DecalConfig.SelectableInFlight) {
decalColliderTransform.GetComponent<Collider>().enabled = false;
_boundsRenderer.enabled = false;
}
if (part.parent == null) part.explode();
}
}

@ -1,4 +1,3 @@
v0.2.0
------
- New Parts:
@ -7,6 +6,14 @@ v0.2.0
- Fixed WIDTH and HEIGHT scale modes being flipped
- Removed debug log statements
v0.1.4
------
- Fixes:
- Fixed decals rendering onto disabled B9PS part variants
- 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.
- Fixed decal bounds rendering as dark cubes when shadowed by EVE clouds.
- Fixed decals being shadowed by EVE clouds, causing the part underneath to appear overly dark.
v0.1.3
------
Fixes:
@ -19,8 +26,6 @@ Changes:
- Small refactor of node parsing code
- Colors can now be specified in hex (#RGB, #RGBA, #RRGGBB, or #RRGGBBAA) or using the colors specified in the XKCDColors class
v0.1.2
------
Fixes:

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