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Releases: Dunbaratu/LaserDist

Lasers in My Backpack

17 Feb 10:47
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V1.4.0 Added to inventory system

Support for putting LaserDist parts inside the new KSP inventory system.

The KSP 1.11.x updates added an EVA inventory system for parts and they
require parts have a new "ModuleCargoPart" section added to its
Part.cfg files to use it.

This release also works on the previous KSP version, KSP 1.10.x too, but it
may cause a startup complaint (which it is safe to ignore) in the logs on
KSP 1.10.x when it sees the new "ModuleCargoPart" section in the config files.

KSP 1.8 compatibility

01 Jan 00:02
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KSP 1.8 update.

No changes to Laserdist except API usage with KSP 1.8.

KSP 1.8 deprecated some API calls, replacing them with alternate versions.

In particular, the shader used with LineRenderer to draw the laser lines needed to be
built with a new kind of constructor.

KSP Robotic Compatibility

23 Jul 15:41
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KSP 1.7.x broke how LaserDist had been overriding the min/max values of the slider for BendX and BendY from the part.cfg files. Now it requires overriding the value in two places, separately for VAB versus in-flight, where before it worked when overriding it in just one (VAB). This fixes that.

It mostly will only be noticed by people who were trying to override the default 15 degree deflection by editing part.cfg files or by using ModuleManager. Prior to this update, those overrides wouldn't work right in KSP 1.7.x.

Update to KSP 1.4.5, also fix (hope?) phantom terrain hits

01 Oct 10:01
83b0f95
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The mod was finally recompiled against KSP 1.4.5 DLLs (not necessary as the old ones worked too).
And this might fix the phantom false hits finally, as per this explanation:
#24

Recompile for KSP 1.3

22 Jun 07:11
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No changes other than recompiling it so it will load in KSP 1.3 without crashing the boot screen.

Mask of the Phantom Planet

31 Mar 08:50
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I finally found how the layer masking changed in KSP 1.2.2 and released a new version that uses a better set of mask flags for the raytracing. This should get rid of the phantom hits onto imaginary objects and therefore I'm calling it v1.0.0 (the phantom hits were the thing that kept me from calling it 1.0 earlier).

Just recompiled for KSP 1.2.2

07 Dec 05:51
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Just as soon as I released for KSP 1.2.1, KSP 1.2.2 came out literally that very next day. So I'm releasing again for KSP 1.2.2 compatibility.

KSP 1.2.1 compatibility

06 Dec 17:42
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No new features - just a recompile to make it work with KSP 1.2.1
LaserDist.zip

Small Visual Bug Fixes in VAB/SPH

20 Jun 07:20
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v0.9.2 Just Small Visual Bug Fixes

Fixed:

  • The laser beam lines now properly disappear when you remove symmetry parts in the VAB or SPH.
  • Parts now render with color in the VAB/SPH parts bin. Appearently even if all you want is a simple flat monocolor shader, you sti
    ll need to use a texture image file for it in the way KSP works. For example, to make a simple bland flat surface in color RGB(1,0,
    0), you'd have to do it by making a small image file consisting of 1 single pixel in color RGB(1,0,0), and using that in a texture.
    Apparently the only shader effects that KSP enables when rendering the part icons is the texture image mapper. All other aspects o
    f shaders besides that one feature are turned off in the icon view, even for the shaders that come from KSP itself in PartTools.

Bendy Lasers

18 Jun 11:12
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v0.9.1 Bendability

New:

  • Added 2 new laserdist parts that are capable of bending their lasers. One only bends horizontally, and the other bends in 2 axes.

Known issues:

  • Some of the textures on the new parts refuse to render in the little icons in the parts bins in the VAB, but they show up correctly once picked up and moved into the assembly area to attach to a vessel. In the icon view, the part looks all white.
  • All the laser parts that are capable of bending lasers must bend them with the same max range for x as each other, and the same max range for y as each other. You can't have one laser that bends from, say, -20 to +20 and another one that bends from -10 to +10. If you edit the part.cfg to violate this rule, the context menus get screwy. See the large comment in the part.cfg files about this if you want to edit the part.cfg files, or use ModuleManager to edit them.