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https://github.com/PorktoberRevolution/ReStocked
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10f3147d9b
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10f3147d9b | |||
af43cd8f70 |
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@ -24,6 +24,8 @@
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@MODULE[ModuleDeployableSolarPanel]
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{
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@secondaryTransformName = panel6
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@animationName = 1x6SolarPanels
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@breakName = sunParent
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}
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}
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@ -43,6 +45,8 @@
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@MODULE[ModuleDeployableSolarPanel]
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{
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@secondaryTransformName = panel6
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@animationName = 1x6ShroudSolarPanels
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@breakName = sunParent
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}
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MODULE
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{
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@ -67,6 +71,8 @@
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@MODULE[ModuleDeployableSolarPanel]
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{
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@secondaryTransformName = solar6
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@animationName = 3x2SolarPanels
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@breakName = sunParent
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}
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}
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@ -86,6 +92,9 @@
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@MODULE[ModuleDeployableSolarPanel]
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{
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@secondaryTransformName = solar6
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@animationName = 3x2ShroudSolarPanels
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@breakName = sunParent
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}
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MODULE
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{
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@ -19,6 +19,7 @@ v1.3.0
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- Added White variant to Mk1, Mk2 Illuminators
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- Updated claw lamps with lens reflectivity and light cookies.
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- Added RCS nozzle glows to improve RCS effects
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- Updated small solar panel parts to allow them to be repaired
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- Updated Russian localization (Fedor-St)
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- Updated Japanese localization (Chemical-Factory)
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- Updated twin boar replacement to target "new" Squad model
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@ -44,12 +44,14 @@ namespace Restock
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// the part variant system is implemented extremely stupidly
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// so we have to make this whole module more complicated as a result
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GameEvents.onVariantApplied.Add(OnVariantApplied);
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GameEvents.onPartRepaired.Add(OnPartRepaired);
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}
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private void OnDestroy()
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{
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GameEvents.onVariantApplied.Remove(OnVariantApplied);
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GameEvents.onPartRepaired.Remove(OnPartRepaired);
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}
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@ -95,6 +97,12 @@ namespace Restock
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if (appliedPart == this.part) UpdateAllMaterials();
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}
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public void OnPartRepaired(Part repairedPart)
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{
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// Part repair resets part of the mesh from the prefab, so it needs to be reapplied
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if (repairedPart == this.part) UpdateAllMaterials();
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}
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private void UpdateAllMaterials()
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{
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