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Releases: post-kerbin-mining-corporation/Waterfall

Waterfall 0.10.3

13 Oct 18:52
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  • 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

09 Oct 17:30
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  • 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

07 Oct 00:04
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  • Fixed some debug switches being on in settings

Waterfall 0.10.0

06 Oct 20:48
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  • 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

03 Aug 03:56
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  • 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

10 Jul 17:25
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  • Fix to procedural particles shader

Waterfall 0.8.1

17 Jan 22:50
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  • Fix compatibility with KSP < 1.12

Waterfall 0.8.0

17 Jan 16:52
9083512
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  • 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

Waterfall 0.7.1

16 Dec 18:32
0c77832
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  • 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

06 Dec 16:26
59e86d6
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  • 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