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Summary

  1. Fix for first model transform being misaligned because of different (commit: 3656070) (details)
  2. Added a 'declutter'ing option to 'MODEL_MULTI_SHURIKEN_PERSIST' (commit: d2cb582) (details)
  3. Added an option to emit particles on LateUpdate: 'emitOnUpdate' (commit: 9327fd7) (details)
  4. Tabs, typos and foreach (commit: beee34f) (details)
  5. Vector math and order of operations (commit: 508c1f3) (details)
  6. More tabs/formating (commit: 5eaf1a3) (details)
  7. Couple more Vector math order (commit: ef6def4) (details)
  8. v2.8.2 (commit: dec5bc9) (details)
Commit 36560709235d8a12cd10e399cada8fd03ab6edbc by noreply
Fix for first model transform being misaligned because of different
instantiation process.
This is a fix for the problem discussed at
https://github.com/KSP-RO/RealPlume-StockConfigs/pull/81 and
https://github.com/PorktoberRevolution/ReStocked/issues/533
I'm not sure if this was always an issue that just went unnoticed, or
if Unity changed something, but whatever the case it is now necessary to
set worldPositionStays false.  See
https://docs.unity3d.com/ScriptReference/Transform.SetParent.html
In the old ModelMultiParticlePersistFX all the emitterGameObjects were
instantiated off the original GameObject model and then model was
destroyed at the end.  ModelMultiShurikenPersistFX instead opts to
transform model for use as the first emitterGameObject and only
instantiate more  starting with the second transform if the engine has
multiple transforms.  However, with worldPositionStays true (the
default) parent-relative position, scale and rotation are modified so
the first transform may end up out of alignment with the subsequent
ones.
(commit: 3656070)
The file was modified ModelMultiShurikenPersistFX.cs (diff)
Commit d2cb58255794c5d605d01fd68e8355cc3df37992 by patrykwyp
Added a 'declutter'ing option to 'MODEL_MULTI_SHURIKEN_PERSIST'
(commit: d2cb582)
The file was modified PersistentKSPShurikenEmitter.cs (diff)
The file was modified ModelMultiShurikenPersistFX.cs (diff)
Commit 9327fd748723a0fc7ebdd423a980d20a5e12c41c by patrykwyp
Added an option to emit particles on LateUpdate: 'emitOnUpdate'
(commit: 9327fd7)
The file was modified SmokeScreenUI.cs (diff)
The file was modified PersistentKSPShurikenEmitter.cs (diff)
The file was modified .gitignore (diff)
The file was modified ModelMultiShurikenPersistFX.cs (diff)
The file was modified SmokeScreenConfig.cs (diff)
The file was modified PersistentKSPShurikenEmitter.cs (diff)
The file was modified ModelMultiShurikenPersistFX.cs (diff)
Commit 508c1f333421d8f2843842d1e1e7d84ff2624c73 by sarbian
Vector math and order of operations
See
https://docs.unity3d.com/Manual/BestPracticeUnderstandingPerformanceInUnity7.html
(commit: 508c1f3)
The file was modified PersistentKSPShurikenEmitter.cs (diff)
The file was modified PersistentKSPShurikenEmitter.cs (diff)
The file was modified ModelMultiShurikenPersistFX.cs (diff)
Commit ef6def419326f43b95398b7d474828f68790c660 by sarbian
Couple more Vector math order
(commit: ef6def4)
The file was modified ModelMultiShurikenPersistFX.cs (diff)
The file was modified PersistentKSPShurikenEmitter.cs (diff)
The file was modified Properties/AssemblyInfo.cs (diff)