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Release 0.10.2 (#176)
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* Remove test demo particle config

* Fix assembly versioning

* make push controllers work with sleeping system

* Push controller sets to awake when awake

* Fix shader bundles on openGL

* fix #173: integrators could fail to report as active when inputs don't change
-this would then treat the transform as disabled so other integrators wouldn't run on it

* Ready for  0.10.2
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ChrisAdderley authored Oct 9, 2024
1 parent 51de551 commit cb1cfeb
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Showing 13 changed files with 29 additions and 118 deletions.
Binary file modified GameData/Waterfall/Plugins/Waterfall.dll
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Binary file modified GameData/Waterfall/Shaders/waterfallshaders-linux.waterfall
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Binary file modified GameData/Waterfall/Shaders/waterfallshaders-macos.waterfall
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Binary file modified GameData/Waterfall/Shaders/waterfallshaders-windows.waterfall
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2 changes: 1 addition & 1 deletion GameData/Waterfall/Versioning/Waterfall.version
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Expand Up @@ -6,7 +6,7 @@
{
"MAJOR":0,
"MINOR":10,
"PATCH":1,
"PATCH":2,
"BUILD":0
},
"KSP_VERSION":
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101 changes: 0 additions & 101 deletions GameData/Waterfall/smoke-demo-booster-1.cfg

This file was deleted.

10 changes: 7 additions & 3 deletions Source/Waterfall/EffectControllers/CustomPushController.cs
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Expand Up @@ -12,6 +12,7 @@ namespace Waterfall
[DisplayName("Custom (Push)")]
public class CustomPushController : WaterfallController
{
public float stagedValue = 0f;
public CustomPushController() : base() { }
public CustomPushController(ConfigNode node) : base(node) { }

Expand All @@ -20,10 +21,13 @@ public override void Initialize(ModuleWaterfallFX host)
base.Initialize(host);
values = new float[1];
}

protected override bool UpdateInternal()
protected override float UpdateSingleValue()
{
return stagedValue;
}
public override void Set(float newValue)
{
return values[0] != 0;
stagedValue = newValue;
}
}
}
2 changes: 1 addition & 1 deletion Source/Waterfall/EffectControllers/WaterfallController.cs
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Expand Up @@ -123,7 +123,7 @@ public virtual void Initialize(ModuleWaterfallFX host)
/// Sets the value of the controller
/// </summary>
/// <param name="mode"></param>
public void Set(float newValue)
public virtual void Set(float newValue)
{
for (int i = 0; i < values.Length; i++)
{
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Original file line number Diff line number Diff line change
Expand Up @@ -59,11 +59,10 @@ public EffectFloatIntegrator(WaterfallEffect effect, EffectFloatModifier floatMo

protected override void Apply()
{
bool anyActive;

if (testIntensity)
{
anyActive = false;
bool anyActive = false;
bool anyChanged = false;
for (int i = renderers.Length; i-- > 0;)
{
float val = workingValues[i];
Expand All @@ -76,6 +75,7 @@ protected override void Apply()
if (wasVisible != shouldBeVisible)
{
renderers[i].enabled = shouldBeVisible;
anyChanged = true;
}

if (shouldBeVisible)
Expand All @@ -86,10 +86,12 @@ protected override void Apply()

lastValues[i] = val;
}

if (anyChanged) active = anyActive;
}
else
{
anyActive = true;
active = true;
for (int i = renderers.Length; i-- > 0;)
{
float val = workingValues[i];
Expand All @@ -100,8 +102,6 @@ protected override void Apply()
lastValues[i] = val;
}
}

active = anyActive;
}
}
}
10 changes: 5 additions & 5 deletions Source/Waterfall/Properties/AssemblyInfo.cs
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Expand Up @@ -5,12 +5,12 @@
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("GlowingReputation")]
[assembly: AssemblyTitle("Waterfall")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("GlowingReputation")]
[assembly: AssemblyCopyright("Copyright © 2016")]
[assembly: AssemblyProduct("Waterfall")]
[assembly: AssemblyCopyright("Copyright ©2024")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

Expand All @@ -32,5 +32,5 @@
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyVersion("0.10.2")]
[assembly: AssemblyFileVersion("0.10.2")]
1 change: 1 addition & 0 deletions Source/Waterfall/Waterfall.csproj
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Expand Up @@ -156,6 +156,7 @@
<Compile Include="Modules\ModuleWaterfallFX.cs" />
<Compile Include="Effects\WaterfallParticle.cs" />
<Compile Include="ParticleUtils.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Serializer\SerializedData.cs" />
<Compile Include="Settings.cs" />
<Compile Include="UI\ColorHSV.cs" />
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7 changes: 7 additions & 0 deletions changelog.txt
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@@ -1,3 +1,10 @@
v0.10.2
-------
- Fixed an issue with shader compilation on OpenGL (#173)
- Fixed a test particle patch from development still being around
- Fixed an issue with effects not being updated when their controller value changed if they had a modifier that would hide them sometimes (#174)
- Fixed an issue with custom push controllers where they they would not sleep/wake up correctly

v0.10.1
-------
- Fixed some debug switches being on in settings
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2 changes: 1 addition & 1 deletion readme.txt
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@@ -1,5 +1,5 @@
================
Waterfall 0.10.1
Waterfall 0.10.2
================

Waterfall is a mod for Kerbal Space Program that provides a cool new way to create and drive engine effects for smooth rocket plumes. It has
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