Merge branch 'master' of github.com:PorktoberRevolution/ReStocked

This commit is contained in:
Andrew Cassidy 2020-01-12 15:06:07 -08:00
commit f141955c26
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24 changed files with 64 additions and 37 deletions

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@ -13,7 +13,7 @@ package:
- RestockRigidLegs - RestockRigidLegs
dependencies: # Configure dependencies dependencies: # Configure dependencies
ModuleManager: ModuleManager:
version: 4.1.0 version: 4.1.3
location: s3 location: s3
deploy: deploy:
SpaceDock: SpaceDock:

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@ -40,8 +40,8 @@ Localization
#LOC_Restock_variant-engine_boattail_size1p5_white = Boattail (1.875m, White) #LOC_Restock_variant-engine_boattail_size1p5_white = Boattail (1.875m, White)
#LOC_Restock_variant-engine_boattail_size1_grey-orange = Boattail (1.25m, Orange/Grey) #LOC_Restock_variant-engine_boattail_size1_grey-orange = Boattail (1.25m, Orange/Grey)
#LOC_Restock_variant-engine_boattail_size1p5_grey-orange = Boattail (1.875m, Orange/Grey) #LOC_Restock_variant-engine_boattail_size1p5_grey-orange = Boattail (1.875m, Orange/Grey)
#LOC_Restock_variant-engine_tankbutt_size1p5_white = Tankbutt (1.875m, White) #LOC_Restock_variant-engine_tankbutt_size1p5_white = Tankbutt (2.5m, White)
#LOC_Restock_variant-engine_tankbutt_size1p5_grey-orange = Tankbutt (1.875m, Orange/Grey) #LOC_Restock_variant-engine_tankbutt_size1p5_grey-orange = Tankbutt (2.5m, Orange/Grey)
#LOC_Restock_variant-engine_shroud_white = White Shroud #LOC_Restock_variant-engine_shroud_white = White Shroud
#LOC_Restock_variant-engine_shroud_grey-orange = Metallic Shroud #LOC_Restock_variant-engine_shroud_grey-orange = Metallic Shroud

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@ -6,7 +6,7 @@
{ {
"MAJOR":1, "MAJOR":1,
"MINOR":0, "MINOR":0,
"PATCH":0, "PATCH":3,
"BUILD":0 "BUILD":0
}, },
"KSP_VERSION": "KSP_VERSION":

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@ -1,3 +1,15 @@
v1.0.3
-----
- Updated ModuleManager distribution to 4.1.3
- Fixed Flea, Hammer, Kickback and Thumper colliders (#779)
v1.0.2
-----
- Fixed plugin instantiation issue
- Fixed 'tankbutt' localizations for Skiff showing 1.875m when they should be 2.5m (#766)
- Fixed inflatable heatshield fairing (#765)
v1.0.1 v1.0.1
----- -----
- Fixed lack of bundled ModuleManager - Fixed lack of bundled ModuleManager
@ -7,7 +19,8 @@ v1.0.1
- Fixed compatability with RealChute and NO FAR (#756) - Fixed compatability with RealChute and NO FAR (#756)
- Fixed Skippper orange boattail texture assignments (#754) - Fixed Skippper orange boattail texture assignments (#754)
- Fixed large truss piece collider scaling (#753) - Fixed large truss piece collider scaling (#753)
- Un-blacklisted legacy squad spark model (we don't have an appropriate replacement anymore) - Un-blacklisted legacy Squad spark model (we don't have an appropriate replacement anymore)
- Updated Chinese translation (Duck1998)
v1.0.0 v1.0.0
------ ------

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@ -1,5 +1,5 @@
============= =============
RESTOCK 1.0.0 RESTOCK 1.0.3
============= =============
Restock is a project to improve the art of the Kerbal Space Program part set. Some of the revisions are based on the cancelled Part Overhaul project by Porkjet. Restock is a project to improve the art of the Kerbal Space Program part set. Some of the revisions are based on the cancelled Part Overhaul project by Porkjet.
@ -13,7 +13,7 @@ DEPENDENCIES
============ ============
Required: Required:
- ModuleManager (4.1.0) - ModuleManager (4.1.3)
======= =======
CREDITS CREDITS

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@ -1,5 +1,5 @@
======================== ========================
RESTOCK RIGID LEGS 1.0.0 RESTOCK RIGID LEGS 1.0.3
======================== ========================
Restock Rigid Legs adds alternate versions of the stock legs without the suspension module. These legs are functionally just animated parts the are by default tied to the landing gear action group. The legs are added as their own parts and do not replace the existing legs, making them compatible with saves just like any other mod. They also take advantage of the physics material switcher module added in 1.7.3, allowing for an adjustable level of friction to prevent your landers from sliding down slopes. Restock Rigid Legs adds alternate versions of the stock legs without the suspension module. These legs are functionally just animated parts the are by default tied to the landing gear action group. The legs are added as their own parts and do not replace the existing legs, making them compatible with saves just like any other mod. They also take advantage of the physics material switcher module added in 1.7.3, allowing for an adjustable level of friction to prevent your landers from sliding down slopes.
@ -9,8 +9,8 @@ DEPENDENCIES
============ ============
Required: Required:
- Restock (1.0.0) - Restock (1.0.3)
- ModuleManager (4.0.2) - ModuleManager (4.1.3)
============ ============
INSTALLATION INSTALLATION

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@ -10,7 +10,7 @@ package:
- license.txt - license.txt
dependencies: # Configure dependencies dependencies: # Configure dependencies
ModuleManager: ModuleManager:
version: 4.1.0 version: 4.1.3
location: s3 location: s3
deploy: deploy:
SpaceDock: SpaceDock:

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@ -12,7 +12,7 @@ PART
rescaleFactor = 1.0 rescaleFactor = 1.0
node_stack_top = 0.0, 0.075, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.075, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -0.075, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom = 0.0, -0.075, 0.0, 0.0, -1.0, 0.0, 1
TechRequired = advancedConstruction TechRequired = advConstruction
entryCost = 1800 entryCost = 1800
cost = 475 cost = 475
category = Coupling category = Coupling

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@ -12,7 +12,7 @@ PART
rescaleFactor = 1.0 rescaleFactor = 1.0
node_stack_top = 0.0, 0.075, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.075, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -0.075, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom = 0.0, -0.075, 0.0, 0.0, -1.0, 0.0, 1
TechRequired = advancedConstruction TechRequired = advConstruction
entryCost = 1800 entryCost = 1800
cost = 475 cost = 475
category = Coupling category = Coupling

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@ -2,7 +2,7 @@
// 1.875m SRB for post-1.8 (mirrors Pollux) // 1.875m SRB for post-1.8 (mirrors Pollux)
PART PART
{ {
name = restock-srb-anvil-1 name = restock-srb-castor-1
module = Part module = Part
author = Chris Adderley (Nertea) author = Chris Adderley (Nertea)
rescaleFactor = 1 rescaleFactor = 1

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@ -6,7 +6,7 @@
{ {
"MAJOR":1, "MAJOR":1,
"MINOR":0, "MINOR":0,
"PATCH":0, "PATCH":3,
"BUILD":0 "BUILD":0
}, },
"KSP_VERSION": "KSP_VERSION":

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@ -1,9 +1,20 @@
v1.0.3
-----
- Updated ModuleManager distribution to 4.1.3
- Fixed Pollux and Anvil colliders (#779)
v1.0.2
-----
- Fixed tech tree locations for 1.875m decoupler and separator
- Fixed Castor SRB having the same part name as old Anvil
v1.0.1 v1.0.1
------ ------
- Fixed lack of bundled ModuleManager - Fixed lack of bundled ModuleManager
- Updated Simplified Chinese localization (Duck1998) - Updated Simplified Chinese localization (Duck1998)
- Fixed Cherenkov shroud texture assignments (#754) - Fixed Cherenkov shroud texture assignments (#754)
- Fixed x-large truss piece collider scaling (#753) - Fixed x-large truss piece collider scaling (#753)
- Updated Chinese translation (Duck1998)
v1.0.0 v1.0.0
------ ------

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@ -1,5 +1,5 @@
============== ==============
RESTOCK+ 1.0.0 RESTOCK+ 1.0.3
============== ==============
Restock+ is a complement to Restock which adds useful parts that we feel are missing from the base game. Functionally, these parts additions allow better flexibility in craft construction and not add new gameplay systems or form factors. Some examples might include: Restock+ is a complement to Restock which adds useful parts that we feel are missing from the base game. Functionally, these parts additions allow better flexibility in craft construction and not add new gameplay systems or form factors. Some examples might include:
@ -21,8 +21,8 @@ DEPENDENCIES
============ ============
Required: Required:
- Restock (1.0.0) - Restock (1.0.3)
- ModuleManager (4.1.0) - ModuleManager (4.1.3)
============= =============
CREDITS CREDITS

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@ -13,11 +13,11 @@ namespace Restock
[KSPField] public string shaderProperty = "_EmissiveColor"; [KSPField] public string shaderProperty = "_EmissiveColor";
// animation curve for the red channel // animation curve for the red channel
[KSPField] public FloatCurve redCurve= new FloatCurve(); [KSPField] public FloatCurve redCurve = new FloatCurve();
// animation curve for the green channel // animation curve for the green channel
[KSPField] public FloatCurve greenCurve = new FloatCurve(); [KSPField] public FloatCurve greenCurve = new FloatCurve();
// animation curve for the blue channel // animation curve for the blue channel
[KSPField] public FloatCurve blueCurve = new FloatCurve(); [KSPField] public FloatCurve blueCurve = new FloatCurve();
@ -26,41 +26,44 @@ namespace Restock
// draper point, the temperature in Kelvin where materials start glowing // draper point, the temperature in Kelvin where materials start glowing
[KSPField] public double draperPoint = 798.0; [KSPField] public double draperPoint = 798.0;
// temperature where the animation is at its maximum // temperature where the animation is at its maximum
[KSPField] public double lerpMax = double.NaN; [KSPField] public double lerpMax = double.NaN;
// temperature where the animation is at its minimum, added with draperPoint // temperature where the animation is at its minimum, added with draperPoint
[KSPField] public double lerpMin = 0.0; [KSPField] public double lerpMin = 0.0;
// use the part's core temperature? (overrides useSkinTemp) // use the part's core temperature? (overrides useSkinTemp)
[KSPField] public bool useCoreTemp = false; [KSPField] public bool useCoreTemp = false;
// use the part's skin temperature? // use the part's skin temperature?
[KSPField] public bool useSkinTemp = false; [KSPField] public bool useSkinTemp = false;
// should the module disable the stock blackbody glow effect on the included renderers? // should the module disable the stock blackbody glow effect on the included renderers?
[KSPField] public bool disableBlackbody = false; [KSPField] public bool disableBlackbody = false;
[KSPField] public List<Renderer> renderers = new List<Renderer>(); public List<Renderer> renderers = new List<Renderer>();
private readonly string _shaderBlackbody = "_TemperatureColor"; private readonly string _shaderBlackbody = "_TemperatureColor";
private ModuleCoreHeat _coreHeatModule = null; private ModuleCoreHeat _coreHeatModule = null;
private int _shaderPropertyID; private int _shaderPropertyID;
private int _shaderBlackbodyID; private int _shaderBlackbodyID;
private double _lerpRange; private double _lerpRange;
private Color _emissiveColor = new Color(); private Color _emissiveColor;
private MaterialPropertyBlock _propertyBlock = new MaterialPropertyBlock(); private MaterialPropertyBlock _propertyBlock;
public void Start() public void Start()
{ {
if (base.vessel == null) return; if (base.vessel == null) return;
_emissiveColor = new Color();
_propertyBlock = new MaterialPropertyBlock();
if (enableHeatEmissive) if (enableHeatEmissive)
{ {
if (useCoreTemp) if (useCoreTemp)
@ -72,7 +75,7 @@ namespace Restock
useCoreTemp = false; useCoreTemp = false;
} }
} }
if (double.IsNaN(lerpMax)) if (double.IsNaN(lerpMax))
{ {
if (useCoreTemp) if (useCoreTemp)
@ -95,17 +98,17 @@ namespace Restock
_shaderBlackbodyID = Shader.PropertyToID(_shaderBlackbody); _shaderBlackbodyID = Shader.PropertyToID(_shaderBlackbody);
} }
} }
public override void OnLoad(ConfigNode node) public override void OnLoad(ConfigNode node)
{ {
if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return; if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return;
renderers = base.part.FindModelComponents<Renderer>(); renderers = base.part.FindModelComponents<Renderer>();
if (node.HasValue("excludedRenderer")) if (node.HasValue("excludedRenderer"))
{ {
var excludedRenderers = new List<string>(); var excludedRenderers = new List<string>();
excludedRenderers.AddRange(node.GetValues("excludedRenderer")); excludedRenderers.AddRange(node.GetValues("excludedRenderer"));
for (int i = renderers.Count - 1; i >= 0; i--) for (int i = renderers.Count - 1; i >= 0; i--)
@ -121,7 +124,7 @@ namespace Restock
public void LateUpdate() public void LateUpdate()
{ {
if (!HighLogic.LoadedSceneIsFlight) return; if (!HighLogic.LoadedSceneIsFlight) return;
if (renderers == null) return; if (renderers == null) return;
//when switching to the flight scene LateUpdate gets called AFTER OnLoad for some reason //when switching to the flight scene LateUpdate gets called AFTER OnLoad for some reason
// so renderers should hopefully only be null for one frame // so renderers should hopefully only be null for one frame
@ -136,10 +139,10 @@ namespace Restock
{ {
temp = useSkinTemp ? base.part.skinTemperature : base.part.temperature; temp = useSkinTemp ? base.part.skinTemperature : base.part.temperature;
} }
var temp2 = (float) ((temp - draperPoint) / _lerpRange); var temp2 = (float) ((temp - draperPoint) / _lerpRange);
temp2 = Mathf.Clamp01(temp2); temp2 = Mathf.Clamp01(temp2);
_emissiveColor.r = redCurve.Evaluate(temp2); _emissiveColor.r = redCurve.Evaluate(temp2);
_emissiveColor.g = greenCurve.Evaluate(temp2); _emissiveColor.g = greenCurve.Evaluate(temp2);
_emissiveColor.b = blueCurve.Evaluate(temp2); _emissiveColor.b = blueCurve.Evaluate(temp2);