Releases: post-kerbin-mining-corporation/Waterfall
Releases · post-kerbin-mining-corporation/Waterfall
Waterfall 0.10.3
- Fixed an issue where certain effects would miss their first update (SEP, Tundra RCS blocks) and get stuck in a bad state
Waterfall 0.10.2
- Fixed an issue with shader compilation on OpenGL (#174)
- 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 (#173)
- Fixed an issue with custom push controllers where they they would not sleep/wake up correctly
Waterfall 0.10.1
- Fixed some debug switches being on in settings
Waterfall 0.10.0
- Updated bundled ModuleManger to 4.2.3
- Large swathe of performance updates thanks to JohnnyOThan, including:
- Effects on inactive versions of parts (e.g. multiple part variants) are no longer evaluated
- Effects that use controllers that don't exist on a part won't be evaluated
- Effects only update if one of their controller values changed or they have random inputs
- Effect modifiers don't re-evaluate curves if the controller value didn't change
- Integrated gotmachine's faster FloatCurve implementation
- Many minor optimizations and cleanups that add up to large improvements
- Some memory leaks fixed
- Fixed engine light layers targeting IVA layers (#130)
- Thrust and Throttle controllers can now have their EngineID set in the UI (#125)
- Added a UI option for Perlin noise to have its seed to an option that will randomize it on effect startup (#127)
- It is now possible to set Engine ID in Engine Event Controllers, and those controllers will only fire on events asocaited with that engine ID (#126)
- Fixed Enable Distortion setting actually doing nothing
- Added a setting toggle to treat random controllers as unchanging, which improves performance at the cost of randomness
- Various logging cleanups and improvements
- Reworked most Editor window UIs to look cleaner and work better, including a lot of UI code cleanup for more coherency
- Added the ability to load arbitrary particle assets from assetbundles and control them
- Controllability is limited
Waterfall 0.9.0
- Significant stack of performance updates that should increase performane significantly on ships/templates with lots of effects (big thanks to Al2Me6, DRVeyl, JohnnyOThan)
- Fixes to Additive Volumetric shader including fix for atmosphere sorting at night sans scatterer
Waterfall 0.8.2
- Fix to procedural particles shader
Waterfall 0.8.1
- Fix compatibility with KSP < 1.12
Waterfall 0.8.0
- Significant rewrite of controller and controller UI code. This resulted in a change to how generated configs look, but existing configs should work fine (thanks ArXen42 for all the hard work for this)
- Improvements to UX for controller selection and configuration
- Added an error notification when you try to add an effect with an invalid effect parent
- Some refactoring of UI code in various areas
- Redid color picker for significantly better UX
- Added the ability to save (within a game session) color swatches to copy/paste between effects and materials
- Shader bundles can now be loaded from anywhere in gamedata (anything with a .waterfallshaders extension)
- Shader bundles are loaded alphabetically and replace existing shaders in the order loaded. e.g if xyz.waterfallshaders contains a shader with the same name as abc.waterfallshaders, the one from xyz.waterfallshaders will be used
- Shader improvements
- Additive (Volumetric) shader:
- fixed excessive noise bug
- the _Noise setting is now 5 times more sensitive (divide your old _Noise setting by 5 to get previous behavior)
- you may need to slightly increase your _FadeOut setting if your old setting was below 0.5
- start and end tints will no longer depend on Fresnel or InvertedFresnel settings (so your old color gradient may need some readjustments)
- added FresnelFadeIn setting so you can gradually fade in the Fresnel effect starting from the nozzle exit.
- Echo (Dynamic) shader:
- echo spacing (_EchoLength) setting will now properly scale with the mesh scale
- new _ExpandLength setting stretches the individual echos
- Additive (Volumetric) shader:
Waterfall 0.7.1
- Changed the default blend mode of all additive-type effects to One One, this is controlled by a new Settings item called EnableLegacyBlendModes
- Fixed the Thrust controller which was not working right (al2me6)
- Fixed material picker texture name throwing an error (al2me6)
- Fixed color editor window being too wide
Waterfall 0.7.0
- New shaders: Waterfall/Additive (Volumetric), Waterfall/Additive Cones (Volumetric), Waterfall/Additive Echo (Dynamic) by KnightOfStJohn
- Added new workflow: volumetric for new shaders
- Fixed randomness seed for different effects on different parts not working right
- Made material labels a little clearer in the Material Editor