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fire onVesselModified after drag cube recalculation. See #185
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updated ChangeLog.txt
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ItMustBeACamel committed Dec 16, 2015
1 parent cd66459 commit b6edb25
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5 changes: 5 additions & 0 deletions ChangeLog.txt
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============= Changelog for ProceduralParts =========

=== 1.1.10 ===
Added ModuleToggleCrossfeed to procedural decoupler
tweaked monoprop tech constraints
Fire onVesselModified event after recalculating drag cubes. This hopefully solves a bug where pparts don't properly get occluded by other parts

=== 1.1.9 ===
Fixed drag cube calculation when root part
altered procedural liquid fuel tank tech restrictions slightly to assount for the new mk0 fuselage
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2 changes: 1 addition & 1 deletion ProceduralParts.version
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Expand Up @@ -7,7 +7,7 @@
},
"VERSION" : {
"BUILD" : 0,
"PATCH" : 9,
"PATCH" : 10,
"MINOR" : 1,
"MAJOR" : 1
},
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10 changes: 6 additions & 4 deletions Source/ProceduralPart.cs
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Expand Up @@ -1582,10 +1582,12 @@ public void PartColliderChanged()
{
DragCube dragCube = DragCubeSystem.Instance.RenderProceduralDragCube(base.part);

base.part.DragCubes.ClearCubes();
base.part.DragCubes.Cubes.Add(dragCube);
base.part.DragCubes.ResetCubeWeights();
base.part.DragCubes.ForceUpdate(true, true, false);
part.DragCubes.ClearCubes();
part.DragCubes.Cubes.Add(dragCube);
part.DragCubes.ResetCubeWeights();
part.DragCubes.ForceUpdate(true, true, false);
//rebuilding the drag cube might mess up the thermal graph. Firing a vessel event should cause it to rebuild
GameEvents.onVesselWasModified.Fire(part.vessel);
//part.DragCubes.Procedural = true;
}

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