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Release 0.10.3 #178
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Release 0.10.3 #178
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-all float modifiers inherit from EffectModifier_Float, color modifiers from EffectModifier_Color, etc -all float integrators inherit from EffectIntegrator_Float, etc -Refactored Integrator.Update into Update + Apply, where Update is the shared logic between all integrators and Apply is the logic for a specific integrator (taking the output values and applying it to the material, lights, transforms, etc). -Added missing profile markup to the other integrator types
-all float modifiers inherit from EffectModifier_Float, color modifiers from EffectModifier_Color, etc -all float integrators inherit from EffectIntegrator_Float, etc -Refactored Integrator.Update into Update + Apply, where Update is the shared logic between all integrators and Apply is the logic for a specific integrator (taking the output values and applying it to the material, lights, transforms, etc). -Added missing profile markup to the other integrator types
…into dev-baseRefactor
-all float modifiers inherit from EffectModifier_Float, color modifiers from EffectModifier_Color, etc -all float integrators inherit from EffectIntegrator_Float, etc -Refactored Integrator.Update into Update + Apply, where Update is the shared logic between all integrators and Apply is the logic for a specific integrator (taking the output values and applying it to the material, lights, transforms, etc). -Added missing profile markup to the other integrator types
…into dev-baseRefactor
Refactor modifiers and integrators with common base classes to remove boilerplate code
* WIP: skip integrators for renderers that aren't enabled -sort integrators by transform and whether or not they can control the renderer's visibility (testIntensity == true) -for the integrators that control visbility, have them return a boolean from their update function to indicate whether any renderers were active -when all of the renderers for a given transform name are disabled, we can skip the rest of the integrators for that transform known issues: -the transform name for position/rotation/scale integrators seems different from the one for float/color, so they don't get skipped properly -this probably doesn't work in a situation where you are adding/removing/editing integrators (need to re-sort the lists) * pull switch statements out of tight loops * include gitignore in project * apply integrator skipping to lights too * Refactor modifiers and integrators using common base classes -all float modifiers inherit from EffectModifier_Float, color modifiers from EffectModifier_Color, etc -all float integrators inherit from EffectIntegrator_Float, etc -Refactored Integrator.Update into Update + Apply, where Update is the shared logic between all integrators and Apply is the logic for a specific integrator (taking the output values and applying it to the material, lights, transforms, etc). -Added missing profile markup to the other integrator types
* fix up project files to use reference path * include gitignore in project * WIP: modules can fully deactivate when not doing anything * fix memory leak from ui toolbar
-wake up controllers each time initialize is called
Fix #136: fix b9ps switching in flight
* smoke work * More smoky progress * Refactor smoke prototype to work in new model * First cut at particle editor * Back to functional prototype status * color modifiers. * Clean up demo particle * porticle * refactor for multiple particle types * Gamedata tweaks * Fix point light layers * Vast quantity of UI garbage * Tentatively functional loading/saving for particle data * Gradient editing utils * UI refactor and cleanup * Clean up old attempt at particle modfiers so we start again * Serialization fixes and particle data cleanup
-not actually related to the crash, but this might be a small perf boost -adds clarity too
-also should make the editor reliable again after all the sorting stuff
* change Integrate functions to protected static -not actually related to the crash, but this might be a small perf boost -adds clarity too * Fix infinite loop when changing a modifier's parameter -also should make the editor reliable again after all the sorting stuff
-massively improves performance for parts using ModulePartVariants
Fix #145: don't initialize or update effects on inactive transforms
Fix #140: block scrollwheel over editor UI
Fix randomness on modifiers
…rty if it didn't change (#162) * cache materials in EffectFloatIntegrator * fix formatting and naming * move ApproximatelyEqual to Utils * don't alter material float value if it didn't change * use System.Math directly for cases where Unity is just adding overhead * remove redundant nullcheck from RCS controller
* change internal controller storage to a list instead of dict * add a setting to force all controllers awake for debugging * add a setting to keep random controllers awake * Record a mask of which controllers are awake, and only update integrators if they use an awake controller or use randomness * add defaults to Settings.cfg * let whole effects skip updating if all of their controllers are asleep * make sure to still mark transfoms as disabled when the integrator didn't update * Integrator.hasRandoms shouldn't consider Settings.RandomControllersAwake -we still need to update integrators that use randomness; they just won't be updated if none of their controllers are awake * slight refactoring for used controller masks * use controller.mask
* refactor the testIntensity functions so we don't need a separate function call * move testIntensity to the base integrator class * change integrator storage into 3 categories -testintensity, direct, others This reduces some complexity in the integrator sorting and a lot of boilerplate * re-add support for disabling lights * switch to explicit for loops * reverse integrator update order * add generic typed EffectModifier * fix formatting * add some ToString overloads to help debugging
Fix #165: distortion toggle works again
-fixes issues where configs that have missing controllers, material properties, etc would throw a NRE -test case: thud engine with SWE
Remove invalid integrators
Update changelog.txt
# Conflicts: # GameData/Waterfall/Versioning/Waterfall.version # GameData/Waterfall/WaterfallSettings.cfg # changelog.txt # readme.txt
make push controllers work with sleeping system
…t change -this would then treat the transform as disabled so other integrators wouldn't run on it
fix #173: integrators could fail to report as active when inputs don't change
…177) -notably on SEP and Tundra RCS parts
…on/Waterfall into dev # Conflicts: # changelog.txt
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