Update version and changelog

pull/32/head
Andrew Cassidy 3 years ago
parent dadf38acd5
commit b634eb1e8e

@ -6,8 +6,8 @@
{
"MAJOR":0,
"MINOR":2,
"PATCH":6,
"BUILD":1
"PATCH":7,
"BUILD":0
},
"KSP_VERSION":
{

@ -1,5 +1,5 @@
# Conformal Decals v0.2.6
[![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)
# Conformal Decals v0.2.7
[![Build Status](https://travis-ci.com/drewcassidy/KSP-Conformal-Decals.svg?branch=release)](https://travis-ci.com/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)

@ -5,6 +5,7 @@
<IsPackable>false</IsPackable>
<PlatformTarget>x64</PlatformTarget>
<NoWarn>1701;1702;CS0649;CS1591</NoWarn>
<AssemblyVersion>0.2.7</AssemblyVersion>
</PropertyGroup>
<ItemGroup>

@ -1 +1 @@
[assembly: KSPAssembly("ConformalDecals", 0, 2, 6)]
[assembly: KSPAssembly("ConformalDecals", 0, 2)]

@ -241,7 +241,7 @@ namespace ConformalDecals.Text {
};
// SETUP TEXTURE
var texture = new Texture2D(textureSize.x, textureSize.y, textTextureFormat, true);
var texture = new Texture2D(textureSize.x, textureSize.y, textTextureFormat, false);
// GENERATE PROJECTION MATRIX
var halfSize = (Vector2) textureSize / PixelDensity / 2 / sizeRatio;
@ -268,7 +268,7 @@ namespace ConformalDecals.Text {
// COPY TEXTURE BACK INTO RAM
var prevRT = RenderTexture.active;
RenderTexture.active = renderTex;
texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, true);
texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, false);
texture.Apply(false, true);
RenderTexture.active = prevRT;

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