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. refactored a large part of the codebase to align more with the coding stylepreferences in my IDE. This also includes merging the three core Kopernicus.dlls into one.dll again (+ Kopernicus.Parser). Cache more properties of the generated scaled space mesh and preload them,to reduce the amount of calculations and disk IO that is done when loadingplanets. Reduce the amount of IO that is done by the logger. The texture and normals values from ScaledVersion/Material are nolonger loaded on demand. If you want on demand loading for scaled spacetextures, you have to specify their paths inside of aScaledVersion/OnDemand node, using texture and normals, just likebefore.
Allow loading fogColorRamp through a gradient instead of a texture. Abort loading planets if System.cfg was modified directly.
There is noreason to do that except if you want to make your mod unremovable withoutbreaking every other mod. Planet packs are supposed to use ModuleManager(I am looking at you, KerbalGalaxy Remastered). Fix an error that prevented bodies with invisible = True from stayinginvisible, unless they templated the sun. Take over the mesh generation / spawning for scatter meshes.
Stock mergesthem into one big mesh which makes it impossible to detect their actualposition, or give them sub-objects. Every scatter instance is now it's owndedicated object, which greatly simplyfies things. Added a HeatEmitter scatter component that turns the scatter objects into aheat source.
Removed ScatterExperiment and replaced it with ModuleSurfaceObjectTrigger.It's a part module that can be added to parts, and enable / disableKSPActions when the vessel is near a surface object with a certain name(surface objects are scatters and PQSCity). It also sends events to allother PartModules on the part, so plugin developers could handle scatterwith custom logic. Added a useBetterDensity option to the Scatter config.
It tries torandomize the density a bit, and avoid rounding it down to an int like stockdoes. In stock, a scatter can either appear once (or more) per quad, or notat all. The idea behind useBetterDensity is to allow them to spawn, but notstrictly on every quad. Added a ignoreDensityGameSetting option to the Scatter config. Ifeverything fails, this can be used to stop the density game setting frominfluencing your scatter, so you only have to find one density config thatworks. The scatter will be treated as if the game setting was set to 100%.
Allow scatter rotation control through the rotation option. By default itis set to rotation = 0 360 which means the scatter can rotate between 0and 360 degrees. Set it to rotation = 0 0 to fix the rotation. Allow specifying multiple meshes and randomly selecting one through theMeshes node in the scatter config. It can contain multiple entries (choosethe key as you like), that point to.obj files in GameData. Deprecated the barycenter config option.
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The same functionality can be archived by using the selectable option in Properties, the invisible option in ScaledVersion and givesOffLight in ScaledVersion/Light. Barycenter caused all sorts of bugs that don't exist with the new, more fine grained, mechanism. Added the ability to use the Unity 'Standard' shader for terrain scatters.
Added an option to enable GPU instancing on scatterer materials. The actual effects are to be determined. Improved the texture exporter. It has a more useful output, and should correctly calculate the min and max altitude of the planet, to clamp the heightmap correctly. Fixed assigning multiple UBIs to a body through the implements option. Updated to KSP 1.7.0. Don't archive previous log zips anymore, since that caused some problems on Windows that I cannot debug properly.
It didn't seem to be used anyway.
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January 2023
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