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Rework of Stock PRNLs #11

Merged
merged 2 commits into from
Sep 6, 2015
Merged

Rework of Stock PRNLs #11

merged 2 commits into from
Sep 6, 2015

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kbernges
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@kbernges kbernges commented Sep 5, 2015

-Fixes Issue #8
-Adds parts added since 0.90
-Fixes filepaths that have changed since 0.90
-Added new categories for parts that can be reproduced in shape and
function in PP/PWings/PFairings. Parts that do not fit both criteria
(such as radial batteries) are not included in the PRNLs

Update: Added second commit with SXT rework.

-Fixes Issue Felger#8
-Adds parts added since 0.90
-Fixes filepaths that have changed since 0.90
-Added new categories for parts that can be reproduced in shape and
function in PP/PWings/PFairings. Parts that do not fit both criteria
(such as radial batteries) are not included in the PRNLs
-Added further tanks to tank prunelist
-Added structural, SRB, and decoupler prunelists
-Added prunelist for items loaded into memory that do not appear under
any default editor categories (though are findable in advanced mode in
the editor)
-Added prunelist used for unpruning stock textures SXT uses. This should
be unpruned after all stock pruning is complete, if you are using SXT
@Felger
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Felger commented Sep 6, 2015

Awesome! I'll have to put together another release of this at some point, there were a couple of merges that changed the script a touch, so I'll need to get that "recompiled" to bundle with it, but thanks for putting these together!

Felger added a commit that referenced this pull request Sep 6, 2015
@Felger Felger merged commit 98d2d92 into Felger:master Sep 6, 2015
@kbernges
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kbernges commented Sep 6, 2015

I'll be getting one for VSR that plays nice with SXT done up in the next few days. Won't be as quick as these two since VSR affects stock and (due to the number of stock textures it uses) SXT, and I'm tending towards a more aggressive set of prunelists. The SXT one took a good eight hours due to actually going through all the .cfg files for the mod and making sure the stock textures it uses have an unprune list. I'm going to do the same with VSR.

@Felger
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Felger commented Sep 6, 2015

At some point I might just have to query the game database with an in-game plugin to find out what parts use what resources, and auto-build prunelists by checking boxes on a GUI.

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2 participants