mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Merge branch 'master' into release
This commit is contained in:
commit
880f463ee0
@ -883,7 +883,7 @@ MonoBehaviour:
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m_InputType: 0
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m_InputType: 0
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m_AsteriskChar: 42
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m_AsteriskChar: 42
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m_KeyboardType: 0
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m_KeyboardType: 0
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m_LineType: 1
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m_LineType: 2
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m_HideMobileInput: 0
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m_HideMobileInput: 0
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m_CharacterValidation: 0
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m_CharacterValidation: 0
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m_RegexValue:
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m_RegexValue:
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@ -1407,7 +1407,7 @@ MonoBehaviour:
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m_isVolumetricText: 0
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m_isVolumetricText: 0
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m_spriteAnimator: {fileID: 0}
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m_spriteAnimator: {fileID: 0}
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m_isInputParsingRequired: 0
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m_isInputParsingRequired: 0
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m_inputSource: 0
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m_inputSource: 3
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m_hasFontAssetChanged: 0
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m_hasFontAssetChanged: 0
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m_subTextObjects:
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m_subTextObjects:
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- {fileID: 0}
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@ -3679,7 +3679,7 @@ MonoBehaviour:
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m_isVolumetricText: 0
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m_isVolumetricText: 0
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m_spriteAnimator: {fileID: 0}
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m_spriteAnimator: {fileID: 0}
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m_isInputParsingRequired: 0
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m_isInputParsingRequired: 0
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m_inputSource: 3
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m_inputSource: 0
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m_hasFontAssetChanged: 0
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m_hasFontAssetChanged: 0
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m_subTextObjects:
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- {fileID: 0}
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@ -3838,7 +3838,7 @@ MonoBehaviour:
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m_isVolumetricText: 0
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m_isVolumetricText: 0
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m_spriteAnimator: {fileID: 0}
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m_spriteAnimator: {fileID: 0}
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m_inputSource: 3
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m_hasFontAssetChanged: 0
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m_hasFontAssetChanged: 0
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- {fileID: 0}
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GameData/ConformalDecals/Resources/conformaldecals.decalfont
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GameData/ConformalDecals/Resources/conformaldecals.decalfont
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@ -1,3 +0,0 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:8580f3c17793051fdc08447401fb7920665ad681ff352588508044b662a3240b
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size 364900
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@ -6,7 +6,7 @@
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{
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{
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"MAJOR":0,
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"MAJOR":0,
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"MINOR":2,
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"MINOR":2,
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"PATCH":0,
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"PATCH":1,
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"BUILD":0
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"BUILD":0
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},
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},
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"KSP_VERSION":
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"KSP_VERSION":
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@ -1,4 +1,4 @@
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# Conformal Decals v0.2.0
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# Conformal Decals v0.2.1
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[![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)
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[![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)
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![Screenshot](http://pileof.rocks/KSP/images/ConformalDecalsHeader.png)
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![Screenshot](http://pileof.rocks/KSP/images/ConformalDecalsHeader.png)
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@ -36,6 +36,9 @@
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<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
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<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>dlls/Assembly-CSharp.dll</HintPath>
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<HintPath>dlls/Assembly-CSharp.dll</HintPath>
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</Reference>
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</Reference>
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<Reference Include="KSPAssets, Version=1.4.0.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>dlls\KSPAssets.dll</HintPath>
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</Reference>
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<Reference Include="Shabby, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
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<Reference Include="Shabby, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>dlls/Shabby.dll</HintPath>
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<HintPath>dlls/Shabby.dll</HintPath>
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</Reference>
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</Reference>
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@ -8,7 +8,7 @@ using UnityEngine;
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namespace ConformalDecals.Text {
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namespace ConformalDecals.Text {
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/// KSP database loader for KSPFont files which contain TextMeshPro font assets
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/// KSP database loader for KSPFont files which contain TextMeshPro font assets
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[DatabaseLoaderAttrib(new[] {"kspfont"})]
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[DatabaseLoaderAttrib(new[] {"decalfont"})]
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public class FontLoader : DatabaseLoader<GameDatabase.TextureInfo> {
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public class FontLoader : DatabaseLoader<GameDatabase.TextureInfo> {
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private const string FallbackName = "NotoSans-Regular SDF";
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private const string FallbackName = "NotoSans-Regular SDF";
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private static TMP_FontAsset _fallbackFont;
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private static TMP_FontAsset _fallbackFont;
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@ -4,6 +4,7 @@ using ConformalDecals.Util;
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using TMPro;
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using TMPro;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Events;
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using UnityEngine.Rendering;
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namespace ConformalDecals.Text {
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namespace ConformalDecals.Text {
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// TODO: Testing shows the job system is unnecessary, so remove job system code.
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// TODO: Testing shows the job system is unnecessary, so remove job system code.
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@ -15,10 +16,11 @@ namespace ConformalDecals.Text {
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/// Texture format used for returned textures.
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/// Texture format used for returned textures.
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/// Unfortunately due to how Unity textures work, this cannot be R8 or Alpha8,
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/// Unfortunately due to how Unity textures work, this cannot be R8 or Alpha8,
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/// so theres always a superfluous green channel using memory
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/// so theres always a superfluous green channel using memory
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public const TextureFormat TextTextureFormat = TextureFormat.RG16;
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public static TextureFormat textTextureFormat = TextureFormat.RG16;
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/// Render Texture format used when rendering
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/// Render Texture format used when rendering
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public const RenderTextureFormat TextRenderTextureFormat = RenderTextureFormat.R8;
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/// Overriden below to be ARGB32 on DirectX because DirectX is dumb
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public static RenderTextureFormat textRenderTextureFormat = RenderTextureFormat.R8;
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/// The text renderer object within the scene which contains the TextMeshPro component used for rendering.
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/// The text renderer object within the scene which contains the TextMeshPro component used for rendering.
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public static TextRenderer Instance {
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public static TextRenderer Instance {
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@ -84,6 +86,15 @@ namespace ConformalDecals.Text {
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Logging.Log("Creating TextRenderer Object");
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Logging.Log("Creating TextRenderer Object");
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_instance = this;
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_instance = this;
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DontDestroyOnLoad(gameObject);
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DontDestroyOnLoad(gameObject);
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if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12) {
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textRenderTextureFormat = RenderTextureFormat.ARGB32; // DirectX is dumb
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}
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if (!SystemInfo.SupportsTextureFormat(textTextureFormat)) {
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Logging.LogError($"Text texture format {textTextureFormat} not supported on this platform.");
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}
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if (!SystemInfo.SupportsRenderTextureFormat(textRenderTextureFormat)) {
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Logging.LogError($"Text texture format {textRenderTextureFormat} not supported on this platform.");
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}
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}
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}
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/// Setup this text renderer instance for rendering
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/// Setup this text renderer instance for rendering
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@ -227,10 +238,10 @@ namespace ConformalDecals.Text {
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// SETUP TEXTURE
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// SETUP TEXTURE
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if (texture == null) {
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if (texture == null) {
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texture = new Texture2D(textureSize.x, textureSize.y, TextTextureFormat, true);
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texture = new Texture2D(textureSize.x, textureSize.y, textTextureFormat, true);
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}
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}
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else if (texture.width != textureSize.x || texture.height != textureSize.y || texture.format != TextTextureFormat) {
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else if (texture.width != textureSize.x || texture.height != textureSize.y || texture.format != textTextureFormat) {
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texture.Resize(textureSize.x, textureSize.y, TextTextureFormat, true);
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texture.Resize(textureSize.x, textureSize.y, textTextureFormat, true);
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}
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}
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// GENERATE PROJECTION MATRIX
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// GENERATE PROJECTION MATRIX
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@ -239,7 +250,7 @@ namespace ConformalDecals.Text {
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bounds.center.y - halfSize.y, bounds.center.y + halfSize.y, -1, 1);
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bounds.center.y - halfSize.y, bounds.center.y + halfSize.y, -1, 1);
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// GET RENDERTEX
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// GET RENDERTEX
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var renderTex = RenderTexture.GetTemporary(textureSize.x, textureSize.y, 0, TextRenderTextureFormat, RenderTextureReadWrite.Linear, 1);
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var renderTex = RenderTexture.GetTemporary(textureSize.x, textureSize.y, 0, textRenderTextureFormat, RenderTextureReadWrite.Linear, 1);
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renderTex.autoGenerateMips = false;
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renderTex.autoGenerateMips = false;
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// RENDER
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// RENDER
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@ -1,3 +1,11 @@
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v0.2.1
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------
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- Changes
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- Pressing enter in the text entry window now types a newline.
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- Fixes
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- Renamed font assetbundle. The old extension was causing the game to try to load it twice on Windows due to legacy compatability features.
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- Fixed text rendering on DirectX resulting in black boxes by using ARGB32 instead of RG16 for the render texture in DirectX.
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v0.2.0
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v0.2.0
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------
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------
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- New Parts:
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- New Parts:
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