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Releases: shadowmage45/TexturesUnlimited

1.1.2.15

13 Sep 22:53
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  • Update .version file and repackage for KSP 1.4.5 compatibility.
  • No other changes.

1.1.2.14

05 Jun 23:34
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  • Recompile vs. KSP 1.4.3 libs - update .version file accordingly
  • Finalize the DX11 'fix'; auto-enabled whenever DX11 or DX9 are detected
  • Remove graphics API warning for DX11 (still warns when DX9 is used)
  • Add ability to override recoloring data through PROPERTY blocks (special-case exceptions)

1.1.2.14a

06 May 20:08
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1.1.2.14a Pre-release
Pre-release

TESTING RELEASE

  • FIX - Add alternate rendering routine that can be used with DX9/DX11, slightly more overhead, but removes issues of inverted cubemap faces.
    • Can be activated in the debug menu, or through config file, see patch example below
    • DOES NOT FIX DX9 CUBEMAP BLURRING ISSUES
  • .version file not updated, nor has AVC target; pure testing release
  • still warns when starting about DX9/DX11
  • 'alternate rendering' mode must be enabled either manually in debug menu or with a patch (see below)

Patch to enable alternate rendering mode:

@REFLECTION_CONFIG[default]
{
    %directXFix = true
}

1.1.1.13

21 Apr 16:27
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  • FIX - Shader replacement on models using stock TEXTURE= for texture replacement should no longer null-ref. This was caused by incomplete texture-set definitions leaving 'empty' texture slots on the model.
  • FIX - Check for null materials/shaders on stock parts when doing shader and material adjustments.
  • FIX - Transparent material render-queue sorting. Transparent materials such as flags should now render properly after being adjusted by TU.
  • CHANGE - Add a new partmodule that handles the stock fairings. See #40 for more info.
  • CHANGE - Add shader properties to control texture scale and texture offset. See #49 for more info.

1.1.0.12

22 Mar 23:14
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more cleanup of....things....

1.0.0.8

21 Jan 17:39
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  • FIX - Symmetry handling of parts using KSPTextureSwitch module
  • FIX - Incorrect URL specified in .version file

1.0.0.7

20 Dec 00:21
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  • FIX - Revert some unintended changes to shader property names
  • FIX - The other half of the part-hierarchy issues in the editor when using KSPTextureSwitch
  • FIX - Recoloring GUI config parameters not loading properly for width/height

1.0.0.6

17 Dec 17:42
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  • FIX - Recoloring GUI will only display the part-action 'Open Recoloring GUI' button if there is something to recolor on the part.
  • FIX - KSPTextureSwitch (and recoloring system) will no longer effect children parts in the editor.
  • FIX - Symmetry part handling for KSPTextureSwitch / SSTUTextureSwitch modules
  • CHANGE - Add ability to specify a flat color to use for a texture slot.
  • CHANGE - Add configuration fields for Recoloring GUI width/height to general config file.
  • CHANGE - Add an invert-alpha toggle to the stock replacement PBR shader.
  • CHANGE - SSTU/Masked shader -- add Emissive support

1.0.0.5

03 Dec 17:45
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  • FIX - Error that could result in explosions due to reflection probe collider when reverting to launch. Reflection probe creation is now delayed from when the event is fired until the next Update() tick.
  • CHANGE - Property name for _Metallic multiplier to _Metal in SSTU/PBR/Metallic shader. Apparently Unity has some internal conflicts with the _Metallic property name, where it refuses to default the property to any value but '0'.
  • CHANGE - Combine scenery-near and scenery-far render passes into a single pass; the loss of depth-resolution will rarely if ever be visible in the low-resolution reflection texture, but -might- result in apparent z-fighting in distant geometry, and/or apparent out-of-order rendering.
  • CHANGE - Reflection probe texture updates are now amortized over 32 frames, up from 20. Each pass of each cubemap face is now rendered on its own frame (3 passes per face * 6 faces = 18 frames), as well as the Unity internal reflection probe updates (14 frames). Should result in slightly higher FPS and more consistent frame timing.
  • CHANGE - Add keyword support at the plugin/config level. These are specified through PROPERTY blocks, with 'name = keyword', and 'keyword = FEATURE_TO_ACTIVATE'.
    • Currently only supports enabling of keywords.
    • Keyword-variants must be built into the shader before they can be used. A list of keyword-variants will be published on the wiki in the documentation for each specific shader.
  • CHANGE - Add 'tinting' mode to the recoloring shaders (Masked + PBR version). This is enabled with the keyword 'TINTING_MODE'; the default (no keywords activated) is to use the existing codepath.
    • UNTESTED

1.0.0.5-pre

02 Dec 01:50
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1.0.0.5-pre Pre-release
Pre-release
  • FIX - Error that could result in explosions due to reflection probe collider when reverting to launch. Reflection probe creation is now delayed from when the event is fired until the next Update() tick.
  • CHANGE - Property name for _Metallic multiplier to _Metal in SSTU/PBR/Metallic shader. Apparently Unity has some internal conflicts with the _Metallic property name, where it refuses to default the property to any value but '0'.
  • CHANGE - Combine scenery-near and scenery-far render passes into a single pass; the loss of depth-resolution will rarely if ever be visible in the low-resolution reflection texture, but -might- result in apparent z-fighting in distant geometry, and/or apparent out-of-order rendering.
  • CHANGE - Reflection probe texture updates are now amortized over 32 frames, up from 20. Each pass of each cubemap face is now rendered on its own frame (3 passes per face * 6 faces = 18 frames), as well as the Unity internal reflection probe updates (14 frames). Should result in slightly higher FPS and more consistent frame timing.
  • CHANGE - Add keyword support at the plugin/config level. These are specified through PROPERTY blocks, with 'name = keyword', and 'keyword = FEATURE_TO_ACTIVATE'.
    • Currently only supports enabling of keywords.
    • Keyword-variants must be built into the shader before they can be used. A list of keyword-variants will be published on the wiki in the documentation for each specific shader.
  • CHANGE - Add 'tinting' mode to the recoloring shaders (Masked + PBR version). This is enabled with the keyword 'TINTING_MODE'; the default (no keywords activated) is to use the existing codepath.
    • UNTESTED
  • CHANGE - Only a single reflection probe is ever created/used. Should result in better performance, and fewer visual artifacts with multiple vessels on screen. However, any non-actively-controlled vessels may have 'incorrect' reflections. Will be addressing this a bit more in depth in the future.