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Some improvements I made. #5
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BrettRyland
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…having 'playOnAwake' enabled by default in Unity.
Author
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Hey @jrodrigv, any chance you could merge this soon and make a new release. The only people benefiting from the improved DLL are those on the RWP/Munway/FC discord servers whom happened to pick up the DLL when I posted it there. |
…-screen debugging.
…ead of Time for velocity calculations. Allow switching into and out of IVA and Map modes without breaking.
…ble slider discretisation when keypad control is enabled.
…he ModuleManager cache (should give slightly faster start-up times). Exclude music volume levels from volumes based on distance from the camera. Adjust DEBUG2 debugging statements.
… target and Auto-Enable for BDArmory is enabled. Limit the type of vessels atmospheric audio gets added to to avoid saturating KSP's SoundManager channels unnecessarily.
…ix indexing bug in 'pathing mode' (note: the example path is still weird).
…lose to the ground or about to crash.
…immediately re-enter IVA mode if manually switched out of it.
…s on. Exit IVA mode more reliably. Optimisations to avoid GC allocations.
… the 'inertia' behaviour, including affecting camera rotation.
…e roll in inertial and chase-plane modes. .transform optimisations.
…ook in dogfight mode and camera rotation in stationary and pathing modes.
…coordinates and rotations are absolute instead of relative to the active vessel.
…se camera rotation target.
…ight camera for when the controlling part isn't the root part and may have a different orientation.
…n case the reference transform becomes null due to lost parts. Do the same for the stationary camera.
…g the dogfight camera.
…pivot mode and there's no target to pivot around.
…by other callers. Respect random mode when auto-starting for BDA.
…from the initial stationary camera position due to weird parts allowing the CoM to be below terrain.
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Assuming you're still maintaining this, here's a few improvements.
#region#endregiontags.Not done yet: