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https://github.com/drewcassidy/KSP-Conformal-Decals.git
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Remove test debug stuff
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@ -87,7 +87,6 @@
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<Compile Include="Text/FontLoader.cs" />
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<Compile Include="Text/FontLoader.cs" />
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<Compile Include="Text/TextRenderer.cs" />
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<Compile Include="Text/TextRenderer.cs" />
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<Compile Include="Text/DecalText.cs" />
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<Compile Include="Text/DecalText.cs" />
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<Compile Include="Test/TestLayers.cs" />
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<Compile Include="Text\DecalTextStyle.cs" />
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<Compile Include="Text\DecalTextStyle.cs" />
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<Compile Include="Text\TextRenderOutput.cs" />
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<Compile Include="Text\TextRenderOutput.cs" />
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<Compile Include="Text\TextRenderJob.cs" />
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<Compile Include="Text\TextRenderJob.cs" />
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@ -1,34 +0,0 @@
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using System;
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using UnityEngine;
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namespace ConformalDecals.Test {
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public class TestLayers : PartModule {
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[KSPField(guiActive = true)]
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public int layer = 2;
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public override void OnStart(StartState state) {
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base.OnStart(state);
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Part.layerMask.value |= (1 << 3);
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}
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public void Update() {
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foreach (var collider in GameObject.FindObjectsOfType<Collider>()) {
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if (collider.gameObject.layer == 3) {
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Debug.Log($"Has layer 3: {collider.gameObject.name}");
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}
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}
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}
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[KSPEvent(guiActive = true, guiActiveEditor = true, guiName = "switch layers")]
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public void Switch() {
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Debug.Log(Part.layerMask.value);
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var cube = part.FindModelTransform("test");
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layer = (layer + 1) % 32;
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cube.gameObject.layer = layer;
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}
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}
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}
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