Merge branch 'master' into release

hotfix 0.2.1
Andrew Cassidy 4 years ago
commit 880f463ee0

@ -883,7 +883,7 @@ MonoBehaviour:
m_InputType: 0
m_AsteriskChar: 42
m_KeyboardType: 0
m_LineType: 1
m_LineType: 2
m_HideMobileInput: 0
m_CharacterValidation: 0
m_RegexValue:
@ -1407,7 +1407,7 @@ MonoBehaviour:
m_isVolumetricText: 0
m_spriteAnimator: {fileID: 0}
m_isInputParsingRequired: 0
m_inputSource: 0
m_inputSource: 3
m_hasFontAssetChanged: 0
m_subTextObjects:
- {fileID: 0}
@ -3679,7 +3679,7 @@ MonoBehaviour:
m_isVolumetricText: 0
m_spriteAnimator: {fileID: 0}
m_isInputParsingRequired: 0
m_inputSource: 3
m_inputSource: 0
m_hasFontAssetChanged: 0
m_subTextObjects:
- {fileID: 0}
@ -3838,7 +3838,7 @@ MonoBehaviour:
m_isVolumetricText: 0
m_spriteAnimator: {fileID: 0}
m_isInputParsingRequired: 0
m_inputSource: 3
m_inputSource: 0
m_hasFontAssetChanged: 0
m_subTextObjects:
- {fileID: 0}

@ -1,3 +0,0 @@
version https://git-lfs.github.com/spec/v1
oid sha256:8580f3c17793051fdc08447401fb7920665ad681ff352588508044b662a3240b
size 364900

@ -6,7 +6,7 @@
{
"MAJOR":0,
"MINOR":2,
"PATCH":0,
"PATCH":1,
"BUILD":0
},
"KSP_VERSION":

@ -1,4 +1,4 @@
# Conformal Decals v0.2.0
# Conformal Decals v0.2.1
[![Build Status](https://travis-ci.org/drewcassidy/KSP-Conformal-Decals.svg?branch=release)](https://travis-ci.org/drewcassidy/KSP-Conformal-Decals) [![Art: CC BY-SA 4.0](https://img.shields.io/badge/Art%20License-CC%20BY--SA%204.0-orange.svg)](https://creativecommons.org/licenses/by-sa/4.0/) [![Code: GPL v3](https://img.shields.io/badge/Code%20License-GPLv3-blue.svg)](https://www.gnu.org/licenses/gpl-3.0)
![Screenshot](http://pileof.rocks/KSP/images/ConformalDecalsHeader.png)

@ -36,6 +36,9 @@
<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls/Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="KSPAssets, Version=1.4.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\KSPAssets.dll</HintPath>
</Reference>
<Reference Include="Shabby, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls/Shabby.dll</HintPath>
</Reference>

@ -8,7 +8,7 @@ using UnityEngine;
namespace ConformalDecals.Text {
/// KSP database loader for KSPFont files which contain TextMeshPro font assets
[DatabaseLoaderAttrib(new[] {"kspfont"})]
[DatabaseLoaderAttrib(new[] {"decalfont"})]
public class FontLoader : DatabaseLoader<GameDatabase.TextureInfo> {
private const string FallbackName = "NotoSans-Regular SDF";
private static TMP_FontAsset _fallbackFont;

@ -4,6 +4,7 @@ using ConformalDecals.Util;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Rendering;
namespace ConformalDecals.Text {
// TODO: Testing shows the job system is unnecessary, so remove job system code.
@ -15,10 +16,11 @@ namespace ConformalDecals.Text {
/// Texture format used for returned textures.
/// Unfortunately due to how Unity textures work, this cannot be R8 or Alpha8,
/// so theres always a superfluous green channel using memory
public const TextureFormat TextTextureFormat = TextureFormat.RG16;
public static TextureFormat textTextureFormat = TextureFormat.RG16;
/// Render Texture format used when rendering
public const RenderTextureFormat TextRenderTextureFormat = RenderTextureFormat.R8;
/// Overriden below to be ARGB32 on DirectX because DirectX is dumb
public static RenderTextureFormat textRenderTextureFormat = RenderTextureFormat.R8;
/// The text renderer object within the scene which contains the TextMeshPro component used for rendering.
public static TextRenderer Instance {
@ -84,6 +86,15 @@ namespace ConformalDecals.Text {
Logging.Log("Creating TextRenderer Object");
_instance = this;
DontDestroyOnLoad(gameObject);
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12) {
textRenderTextureFormat = RenderTextureFormat.ARGB32; // DirectX is dumb
}
if (!SystemInfo.SupportsTextureFormat(textTextureFormat)) {
Logging.LogError($"Text texture format {textTextureFormat} not supported on this platform.");
}
if (!SystemInfo.SupportsRenderTextureFormat(textRenderTextureFormat)) {
Logging.LogError($"Text texture format {textRenderTextureFormat} not supported on this platform.");
}
}
/// Setup this text renderer instance for rendering
@ -227,10 +238,10 @@ namespace ConformalDecals.Text {
// SETUP TEXTURE
if (texture == null) {
texture = new Texture2D(textureSize.x, textureSize.y, TextTextureFormat, true);
texture = new Texture2D(textureSize.x, textureSize.y, textTextureFormat, true);
}
else if (texture.width != textureSize.x || texture.height != textureSize.y || texture.format != TextTextureFormat) {
texture.Resize(textureSize.x, textureSize.y, TextTextureFormat, true);
else if (texture.width != textureSize.x || texture.height != textureSize.y || texture.format != textTextureFormat) {
texture.Resize(textureSize.x, textureSize.y, textTextureFormat, true);
}
// GENERATE PROJECTION MATRIX
@ -239,7 +250,7 @@ namespace ConformalDecals.Text {
bounds.center.y - halfSize.y, bounds.center.y + halfSize.y, -1, 1);
// GET RENDERTEX
var renderTex = RenderTexture.GetTemporary(textureSize.x, textureSize.y, 0, TextRenderTextureFormat, RenderTextureReadWrite.Linear, 1);
var renderTex = RenderTexture.GetTemporary(textureSize.x, textureSize.y, 0, textRenderTextureFormat, RenderTextureReadWrite.Linear, 1);
renderTex.autoGenerateMips = false;
// RENDER

@ -1,3 +1,11 @@
v0.2.1
------
- Changes
- Pressing enter in the text entry window now types a newline.
- Fixes
- Renamed font assetbundle. The old extension was causing the game to try to load it twice on Windows due to legacy compatability features.
- Fixed text rendering on DirectX resulting in black boxes by using ARGB32 instead of RG16 for the render texture in DirectX.
v0.2.0
------
- New Parts:

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