diff --git a/NewHorizons/Handlers/EyeSceneHandler.cs b/NewHorizons/Handlers/EyeSceneHandler.cs index 321dd3f5..e2152b37 100644 --- a/NewHorizons/Handlers/EyeSceneHandler.cs +++ b/NewHorizons/Handlers/EyeSceneHandler.cs @@ -54,7 +54,7 @@ namespace NewHorizons.Handlers vesselSectorTriggerBox.size = new Vector3(600, 600, 600); vesselSectorTriggerBox.SetLayer(Shape.Layer.Sector); - // Why were the vessel's lights inside the eye? Let's move them from the eye to vessel. + // Why were the vessel's lights inside the eye? Let's move them from the eye to vessel. Doesn't need to be moved positionally, only need to have the parent changed to vessel. var vesselPointlight = eyeSector.gameObject.FindChild("Pointlight_NOM_Vessel"); vesselPointlight.transform.SetParent(vesselSector.transform, true); var vesselSpotlight = eyeSector.gameObject.FindChild("Spotlight_NOM_Vessel"); diff --git a/NewHorizons/Patches/MeteorPatches.cs b/NewHorizons/Patches/MeteorPatches.cs index 131f57be..31eb73fa 100644 --- a/NewHorizons/Patches/MeteorPatches.cs +++ b/NewHorizons/Patches/MeteorPatches.cs @@ -9,6 +9,7 @@ namespace NewHorizons.Patches [HarmonyPatch(typeof(MeteorController), nameof(MeteorController.Suspend), new System.Type[0])] public static void MeteorController_Suspend(MeteorController __instance) { + // Meteors launch inactive because of prefab. So let's fix that. __instance.gameObject.SetActive(true); } } diff --git a/NewHorizons/Patches/VisionTorchPatches.cs b/NewHorizons/Patches/VisionTorchPatches.cs index 85539624..9a0b7b56 100644 --- a/NewHorizons/Patches/VisionTorchPatches.cs +++ b/NewHorizons/Patches/VisionTorchPatches.cs @@ -58,6 +58,7 @@ namespace NewHorizons.Patches if (__instance._mindSlideCollection == mindSlideCollection) return false; + // Original method didn't check if old _slideCollectionItem was null. if (__instance._slideCollectionItem != null) { __instance._slideCollectionItem.onSlideTextureUpdated -= __instance.OnSlideTextureUpdated;