Enable selection for decal colliders in flight, change layer

feature-multiSDF
Andrew Cassidy 4 years ago
parent d8087cce3a
commit 5fc9394908

@ -6,7 +6,7 @@ namespace ConformalDecals {
public static class DecalConfig {
private static Texture2D _blankNormal;
private static List<string> _shaderBlacklist;
private static int _decalLayer = 3;
private static int _decalLayer = 31;
public static Texture2D BlankNormal => _blankNormal;
public static int DecalLayer => _decalLayer;

@ -57,8 +57,6 @@ namespace ConformalDecals {
// INTERNAL VALUES
[KSPField(guiName = "#LOC_ConformalDecals_gui-scale", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F2", guiUnits = "m"),
UI_FloatRange(stepIncrement = 0.05f)]
public float scale = 1.0f;
@ -78,6 +76,9 @@ namespace ConformalDecals {
[KSPField(guiName = "#LOC_ConformalDecals_gui-wear", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F0"),
UI_FloatRange()]
public float wear = 100;
[KSPField(isPersistant = true)]
public bool projectMultiple; // reserved for future features. do not modify
[KSPField] public MaterialPropertyCollection materialProperties;
@ -245,7 +246,7 @@ namespace ConformalDecals {
materialProperties.RenderQueue = DecalQueue;
_boundsCollider = decalProjectorTransform.GetComponent<BoxCollider>();
_boundsCollider = decalColliderTransform.GetComponent<BoxCollider>();
UpdateMaterials();
@ -260,6 +261,7 @@ namespace ConformalDecals {
}
if (HighLogic.LoadedSceneIsFlight) {
Part.layerMask |= 1 << DecalConfig.DecalLayer;
decalColliderTransform.gameObject.layer = DecalConfig.DecalLayer;
}
}

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