diff --git a/NewHorizons/Builder/Props/DetailBuilder.cs b/NewHorizons/Builder/Props/DetailBuilder.cs
index 5f5bb12c..e96b51dc 100644
--- a/NewHorizons/Builder/Props/DetailBuilder.cs
+++ b/NewHorizons/Builder/Props/DetailBuilder.cs
@@ -303,17 +303,6 @@ namespace NewHorizons.Builder.Props
s.SetParentSector(sector);
}
- else if (component is SectorCullGroup sectorCullGroup)
- {
- sectorCullGroup._controllingProxy = null;
-
- // fixes sector cull group deactivating renderers on map view enter and fast foward
- // TODO: does this actually work? what? how?
- sectorCullGroup._inMapView = false;
- sectorCullGroup._isFastForwarding = false;
- sectorCullGroup.SetVisible(sectorCullGroup.ShouldBeVisible(), true, false);
- }
-
else if(component is SectoredMonoBehaviour behaviour && !existingSectors.Contains(behaviour._sector))
{
// not using SetSector here because it registers the events twice
diff --git a/NewHorizons/External/Modules/Props/DetailInfo.cs b/NewHorizons/External/Modules/Props/DetailInfo.cs
index d9654562..171f1b64 100644
--- a/NewHorizons/External/Modules/Props/DetailInfo.cs
+++ b/NewHorizons/External/Modules/Props/DetailInfo.cs
@@ -54,7 +54,9 @@ namespace NewHorizons.External.Modules.Props
public string quantumGroupID;
///
- /// Should this detail stay loaded even if you're outside the sector (good for very large props)
+ /// Should this detail stay loaded (visible and collideable) even if you're outside the sector (good for very large props)?
+ /// Also makes this detail visible on the map.
+ /// Most logic/behavior scripts will still only work inside the sector, as most of those scripts break if a sector is not provided.
///
public bool keepLoaded;
diff --git a/NewHorizons/Schemas/body_schema.json b/NewHorizons/Schemas/body_schema.json
index b5eb711c..d6356f75 100644
--- a/NewHorizons/Schemas/body_schema.json
+++ b/NewHorizons/Schemas/body_schema.json
@@ -1342,7 +1342,7 @@
},
"keepLoaded": {
"type": "boolean",
- "description": "Should this detail stay loaded even if you're outside the sector (good for very large props)"
+ "description": "Should this detail stay loaded (visible and collideable) even if you're outside the sector (good for very large props)?\nAlso makes this detail visible on the map.\nMost logic/behavior scripts will still only work inside the sector, as most of those scripts break if a sector is not provided."
},
"hasPhysics": {
"type": "boolean",
diff --git a/NewHorizons/Utility/Files/ImageUtilities.cs b/NewHorizons/Utility/Files/ImageUtilities.cs
index 99772e60..ea0ceaf6 100644
--- a/NewHorizons/Utility/Files/ImageUtilities.cs
+++ b/NewHorizons/Utility/Files/ImageUtilities.cs
@@ -95,6 +95,10 @@ namespace NewHorizons.Utility.Files
_textureCache.Clear();
}
+ ///
+ /// used specifically for projected slides.
+ /// also adds a border (to prevent weird visual bug) and makes the texture linear (otherwise the projected image is too bright).
+ ///
public static Texture2D Invert(Texture2D texture)
{
var key = $"{texture.name} > invert";
@@ -122,7 +126,7 @@ namespace NewHorizons.Utility.Files
}
}
- var newTexture = new Texture2D(texture.width, texture.height, texture.format, texture.mipmapCount != 1);
+ var newTexture = new Texture2D(texture.width, texture.height, texture.format, texture.mipmapCount != 1, true);
newTexture.name = key;
newTexture.SetPixels(pixels);
newTexture.Apply();