BrettRyland / BDArmory

Gun turrets and other weapon systems for KSP
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Light FX #636

Closed SuicidalInsanity closed 3 weeks ago

SuicidalInsanity commented 3 weeks ago

-Add Light FX toggle for performance/parallax compatibility -Rejigger Graphics/UI section slightly, stick performant options under new Enable FX toggle (Gapless Smoke/Flare FX/Water hits/Light FX)

SuicidalInsanity commented 3 weeks ago

Which guns were you using? It's possible the stock BDA explosions (or at least the 30mmExplosion most of the guns use) have intrinsic Light components that come with the model which wouldn't be getting caught, since gameObject.GetComponent< T>() simply returns the first component T it finds; testing...

BrettRyland commented 3 weeks ago

Which guns were you using? It's possible the stock BDA explosions (or at least the 30mmExplosion most of the guns use) have intrinsic Light components that come with the model which wouldn't be getting caught, since gameObject.GetComponent< T>() simply returns the first component T it finds; testing...

It was with my usual mix of planes, which mostly use just the hidden vulcan and the browning, so it'd be the stock BDA explosions doing it. I'll test the latest changes tonight.

SuicidalInsanity commented 3 weeks ago

Teach me to refresh the page first... We good to merge this and get a release out?