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https://github.com/drewcassidy/KSP-Conformal-Decals.git
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Enable selection for decal colliders in flight, change layer
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@ -6,7 +6,7 @@ namespace ConformalDecals {
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public static class DecalConfig {
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private static Texture2D _blankNormal;
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private static List<string> _shaderBlacklist;
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private static int _decalLayer = 3;
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private static int _decalLayer = 31;
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public static Texture2D BlankNormal => _blankNormal;
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public static int DecalLayer => _decalLayer;
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@ -57,8 +57,6 @@ namespace ConformalDecals {
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// INTERNAL VALUES
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[KSPField(guiName = "#LOC_ConformalDecals_gui-scale", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F2", guiUnits = "m"),
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UI_FloatRange(stepIncrement = 0.05f)]
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public float scale = 1.0f;
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@ -78,6 +76,9 @@ namespace ConformalDecals {
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[KSPField(guiName = "#LOC_ConformalDecals_gui-wear", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F0"),
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UI_FloatRange()]
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public float wear = 100;
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[KSPField(isPersistant = true)]
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public bool projectMultiple; // reserved for future features. do not modify
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[KSPField] public MaterialPropertyCollection materialProperties;
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@ -245,7 +246,7 @@ namespace ConformalDecals {
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materialProperties.RenderQueue = DecalQueue;
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_boundsCollider = decalProjectorTransform.GetComponent<BoxCollider>();
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_boundsCollider = decalColliderTransform.GetComponent<BoxCollider>();
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UpdateMaterials();
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@ -260,6 +261,7 @@ namespace ConformalDecals {
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}
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if (HighLogic.LoadedSceneIsFlight) {
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Part.layerMask |= 1 << DecalConfig.DecalLayer;
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decalColliderTransform.gameObject.layer = DecalConfig.DecalLayer;
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}
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}
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