stopped orbit line from generating at the eye (#1035)

the eye of the universe does not have a map viewer instance in its
scene, so why even generate orbit lines to begin with? this also solved
a graphical glitch containing a missing texture seen in new horizons
examples.
This commit is contained in:
Noah Pilarski 2025-02-07 14:19:14 -05:00 committed by GitHub
commit 5c9dd07f21
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2 changed files with 11 additions and 2 deletions

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@ -514,7 +514,10 @@ namespace NewHorizons.Handlers
if (body.Config.Orbit.showOrbitLine && !body.Config.Orbit.isStatic)
{
OrbitlineBuilder.Make(body.Object, body.Config.Orbit.isMoon, body.Config);
if (LoadManager.GetCurrentScene() != OWScene.EyeOfTheUniverse)
{
OrbitlineBuilder.Make(body.Object, body.Config.Orbit.isMoon, body.Config);
}
}
DetectorBuilder.Make(go, owRigidBody, primaryBody, ao, body.Config);
@ -843,7 +846,10 @@ namespace NewHorizons.Handlers
var isMoon = newAO.GetAstroObjectType() is AstroObject.Type.Moon or AstroObject.Type.Satellite or AstroObject.Type.SpaceStation;
if (body.Config.Orbit.showOrbitLine)
{
OrbitlineBuilder.Make(go, isMoon, body.Config);
if (LoadManager.GetCurrentScene() != OWScene.EyeOfTheUniverse)
{
OrbitlineBuilder.Make(go, isMoon, body.Config);
}
}
DetectorBuilder.SetDetector(primary, newAO, go.GetComponentInChildren<ConstantForceDetector>());

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@ -90,6 +90,9 @@ This makes the second planet a quantum state of the first, anything you specify
}
```
Keep in mind that if you redefine `Orbit` on all configs (even with the same parameters each time), **the planet will change its position within its orbit when changing states.**
*If you want your Quantum Planet's position to* ***NOT*** *change,* ***only define `Orbit` on the main state***.
## Barycenters (Focal Points)
To create a binary system of planets (like ash twin and ember twin), first create a config with `FocalPoint` set