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Asset patching fix #51
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MatiasPastori
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Asset patching fix #51
MatiasPastori
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BF3RM:development
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MatiasPastori:asset-patching-fix
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…ogic to itself to avoid multiple mods doing partition modifications.
…nto asset-patching-fix
…ding to specific necesities for some and just default values for some others. Now there are specific settings per map to allow a day duration and a starting hour for each. Fixed something in the VEHandler module, I think we don't want it to pulse when we are "fading into" Multiple attempts to fix water issues for night time, most of them seem have worked :) BUT FUCK YOU XP4_EARTHQUAKE., fuck you and your damn pond in US HQ. Of course the giant if in VEManager Client onLevelLoaded can be handled better and shorter... but I'm just don't care at this point.
…r clean/slow preset transitions.
…needed at least 1 custom preset for them, the rest can still use the default ones ). Cleanup of the sync event on level destroy.
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@MatiasPastori Thanks for the contribution, seems like you´ve been hard at work :) |
bump version Removed some unnecessary properties from some presets.
…/VEManager into asset-patching-fix
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Thinking this could go straight to development branch actually.
No idea how RM is actually using it at this point after so many months. But no core logic should have changed substantially on the basic usage to just enable a preset specifically.
Have been using it at this current state for months with many other mods, no crashes, no issues.
The init config that uses the specific map presets can be modularized or passed to some kind of config. For my usage this was working great for the moment.
Open to refactors - enhancements.
Tinkered most assets I could for the maps that had issues with specific textures or backdrops for example, Seine Crossing.
Next in line is to fix the VEEditor, that is practically unusable at the moment, only working for some minor tests to force a preset via JSON.