38ce1184ea
Remove broken culling code and fix flag switching
2020-06-11 21:58:04 -07:00
a386281fb2
Add slider for edge wear
2020-06-11 16:52:12 -07:00
3ab1414a19
Better normal map handling for parts with no normals
2020-06-11 14:15:37 -07:00
1dddb97ca9
Fix tile indexing
2020-06-08 01:56:24 -07:00
a8313127e2
Debug statement cleanup and fix icon creation
2020-06-07 19:52:17 -07:00
79bdc03c4b
Add tiling index and size values, for easier tiling
...
Also API changes made as I chased a bug
2020-06-07 19:39:09 -07:00
d2f81058f8
Refactor yet again and add autotiling
2020-06-06 13:20:50 -07:00
a6fa2dd61c
Some cleanup of debug statements
2020-06-06 12:33:51 -07:00
2174f2c07b
Destroy materials and properties when MPC is destroyed
2020-06-06 11:28:28 -07:00
4c10f0ecd7
Fix material creation
2020-06-06 01:03:55 -07:00
d04d5120f4
thing
2020-06-05 22:54:55 -07:00
da1fbf0f2a
Fix scaling issues when part is created
...
• KSP rescales the model object back to 1,1,1 on start, so don't use that for the model that gets scaled
• Some refactoring to consolidate property IDs
• rename some classes because I am indecisive
• Add and Get methods for MaterialPropertyCollection
• Make an attempt at a scale culling fix
2020-06-05 21:29:57 -07:00
0ef46a3182
More work trying to fix part icons
2020-06-05 00:29:23 -07:00
e9c8f3dafb
Big refactor to enable preview materials
...
• add shader variants for decal previewing
• start to add code for part icon
• refactor material properties to be serializable
todo:
• fix decal preview scale (need to call UpdateScale on detached state)
• fix texture preview in part icon
• adjust culling per-object when rendering (turns out cull and ztest values are used by unity at the render time, not by the shader itself, so they can be adjusted in material property blocks!)
2020-06-04 00:12:09 -07:00
6a5604911d
Major refactor, splitting ModuleConformalDecal
2020-06-02 20:36:45 -07:00
eda068cd66
Get decal switching working mostly
2020-06-02 18:07:05 -07:00
fccf52ae6e
Add manual material property constructors
2020-06-02 17:11:38 -07:00
7e520f97ca
Refactor material parsing and loading
...
This should hopefully pave the way for usable module switching using B9PS
2020-06-02 00:53:17 -07:00
6ae598d9f5
Make material handling more intelligent and add incrementing queue
2020-06-01 21:09:14 -07:00
3e23d8696a
Make range and adjustability of tweakables configurable
2020-06-01 17:48:53 -07:00
01e046a7f1
Add test config and get the mod almost working
2020-05-30 17:03:14 -07:00
0b34991f34
Print parsing errors as exceptions
2020-05-30 00:16:40 -07:00
995c9120e5
Add enable/disable logic to ModuleConformingDecal
2020-05-29 23:26:33 -07:00
1287e729eb
Add projection logic
2020-05-29 21:02:58 -07:00
387ba964fb
Documentation and logging
2020-05-27 15:49:17 -07:00
a1745f6e3a
Cleanup and check if material should inherit base normals
2020-05-27 15:43:23 -07:00
a90d24c141
Rename to reflect behavior instead of copying Blowfish
2020-05-27 15:31:56 -07:00
1ed0cfacb7
Add parser for material properties
2020-05-27 15:19:46 -07:00
c0a16e9bbd
Remove redundant type identifiers
2020-05-26 23:08:38 -07:00
645e93611b
Small refactor
2020-05-26 23:05:07 -07:00
84c2107288
Begin writing material data parsing code
2020-05-26 23:04:19 -07:00