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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
fixed some cull groups that didn't have their sector properly set
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@ -194,6 +194,24 @@ namespace NewHorizons.Builder.Body
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repelVolume.transform.parent = sector.transform;
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repelVolume.transform.parent = sector.transform;
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repelVolume.transform.localPosition = Vector3.zero;
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repelVolume.transform.localPosition = Vector3.zero;
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// remove default vines
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var geoBatchedGroup = geometry.FindChild("BatchedGroup");
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var collider = geoBatchedGroup.FindChild("BatchedMeshColliders_1");
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collider.transform.parent = geometry.transform;
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GameObject.Destroy(geoBatchedGroup);
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var geoOtherComponentsGroup = geometry.FindChild("OtherComponentsGroup");
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var dimensionWalls = geoOtherComponentsGroup.FindChild("Terrain_DB_BrambleSphere_Outer_v2");
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dimensionWalls.transform.parent = geometry.transform;
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GameObject.Destroy(geoOtherComponentsGroup);
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// fix some cull groups
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volumes.GetComponent<SectorCollisionGroup>()._sector = sector;
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volumes.FindChild("SunOverrideVolume").GetComponent<SunOverrideVolume>()._sector = sector;
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effects.GetComponent<SectorCullGroup>()._sector = sector;
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atmo.GetComponent<SectorCullGroup>()._sector = sector;
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atmo.GetComponent<SectorLightsCullGroup>()._sector = sector;
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// Set up rulesets
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// Set up rulesets
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var thrustRuleset = sector.gameObject.AddComponent<ThrustRuleset>();
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var thrustRuleset = sector.gameObject.AddComponent<ThrustRuleset>();
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thrustRuleset._attachedBody = owRigidBody;
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thrustRuleset._attachedBody = owRigidBody;
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@ -253,10 +271,6 @@ namespace NewHorizons.Builder.Body
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cloak._sectors = new Sector[] { sector };
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cloak._sectors = new Sector[] { sector };
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cloak.GetComponent<Renderer>().enabled = true;
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cloak.GetComponent<Renderer>().enabled = true;
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// fix the fog backdrop
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atmo.GetComponent<SectorCullGroup>()._sector = sector;
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atmo.GetComponent<SectorLightsCullGroup>()._sector = sector;
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// finalize
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// finalize
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atmo.SetActive(true);
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atmo.SetActive(true);
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volumes.SetActive(true);
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volumes.SetActive(true);
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