Releases: Kopernicus/Kopernicus-Backport
Releases · Kopernicus/Kopernicus-Backport
Kopernicus Backport 1.6.1-9
- Updated to KSP 1.7.3
- Fixed the selectable and barycenter options, thanks to Sigma
This is a backport release of Kopernicus 1.7.3-1
Kopernicus Backport 1.6.1-8
- Fixed Kopernicus crashing when trying to load .bin files that are not
scaled space caches. - Fixed Kopernicus destroying stock texture when trying to load them on demand
- Fixed Kopernicus misinterpreting node names, that start with the correct
name but have additional characters after that
This is a backport release of Kopernicus 1.7.1-5
Kopernicus Backport 1.6.1-7
- Fix KopernicusSolarPanel not working and throwing NREs everywhere.
This is a backport release of Kopernicus 1.7.1-4
Kopernicus Backport 1.6.1-6
- Fix Kopernicus throwning an exception when trying to load Kerbins stock landcontrol
This is a backport release of Kopernicus 1.7.1-3
Kopernicus Backport 1.6.1-5
- Fixed the version checker not getting updated by my build server
This is a backport release of Kopernicus 1.7.1-2
Kopernicus Backport 1.6.1-4
- refactored a large part of the codebase to align more with the coding style
preferences 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 loading
planets - Reduce the amount of IO that is done by the logger
- The
texture
andnormals
values fromScaledVersion/Material
are no
longer loaded on demand. If you want on demand loading for scaled space
textures, you have to specify their paths inside of a
ScaledVersion/OnDemand
node, usingtexture
andnormals
, just like
before. - Allow loading
fogColorRamp
through a gradient instead of a texture - Abort loading planets if System.cfg was modified directly. There is no
reason to do that except if you want to make your mod unremovable without
breaking 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 staying
invisible, unless they templated the sun. - Take over the mesh generation / spawning for scatter meshes. Stock merges
them into one big mesh which makes it impossible to detect their actual
position, or give them sub-objects. Every scatter instance is now it's own
dedicated object, which greatly simplyfies things. - Added a
HeatEmitter
scatter component that turns the scatter objects into a
heat source. - Removed
ScatterExperiment
and replaced it withModuleSurfaceObjectTrigger
.
It's a part module that can be added to parts, and enable / disable
KSPActions when the vessel is near a surface object with a certain name
(surface objects are scatters and PQSCity). It also sends events to all
other PartModules on the part, so plugin developers could handle scatter
with custom logic - Added a
useBetterDensity
option to the Scatter config. It tries to
randomize the density a bit, and avoid rounding it down to an int like stock
does. In stock, a scatter can either appear once (or more) per quad, or not
at all. The idea behind useBetterDensity is to allow them to spawn, but not
strictly on every quad. - Added a
ignoreDensityGameSetting
option to the Scatter config. If
everything fails, this can be used to stop the density game setting from
influencing your scatter, so you only have to find one density config that
works. The scatter will be treated as if the game setting was set to 100% - Allow scatter rotation control through the
rotation
option. By default it
is set torotation = 0 360
which means the scatter can rotate between 0
and 360 degrees. Set it torotation = 0 0
to fix the rotation - Allow specifying multiple meshes and randomly selecting one through the
Meshes
node in the scatter config. It can contain multiple entries (choose
the key as you like), that point to .obj files in GameData. Kopernicus will
load them all and assign one randomly to every scatter object that gets
spawned. - Added a
spawnChance
option in the scatter config, that can be used to fine
tune density even more. - The ScatterColliders component allows specifying a simplified collision mesh
(.obj), through thecollider
option, as opposed to using the visual mesh for
collisions - Added a scatter module that forces the scatters to spawn at sea level (with a
settable offset), this can be used to create floating objects. - Readded the ability to set a custom mapMaxHeight for texture exports in
Kittopia
ATTENTION:
- This release will break plugins that depend on Kopernicus
- While the old files still work, it is recommended to regenerate your scaled
space cache, to take advantage of the improved format and caching - You have to adjust your configs to get scaled space OD working again
- Since this release reduces the amount of dlls that come with Kopernicus, you
have to delete the Kopernicus folder from GameData before installing. Do
not overwrite the folder. CKAN users probably have to uninstall and
reinstall Kopernicus.
This is a backport release of Kopernicus 1.7.1-1
Kopernicus Backport 1.6.1-10
- Removed Kopernicus Buoyancy modifications to fix ocean lag, they never worked anyways
- Fixed texture loading with on-demand loading disabled
- Unload normal maps from RAM and only keep them in VRAM when loaded on demand
This is a backport release of Kopernicus 1.7.3-2
Kopernicus Backport 1.5.1-9
- Fix KopernicusSolarPanel not working and throwing NREs everywhere.
This is a backport release of Kopernicus 1.7.1-4
Kopernicus Backport 1.5.1-8
- Fix Kopernicus throwning an exception when trying to load Kerbins stock landcontrol
This is a backport release of Kopernicus 1.7.1-3
Kopernicus Backport 1.5.1-7
- Fixed the version checker not getting updated by my build server
This is a backport release of Kopernicus 1.7.1-2