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LGG updates #16

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Binary file added .vs/KKS/v16/.suo
Binary file not shown.
3 changes: 3 additions & 0 deletions .vs/ProjectSettings.json
Original file line number Diff line number Diff line change
@@ -0,0 +1,3 @@
{
"CurrentProjectSetting": null
}
17 changes: 17 additions & 0 deletions .vs/VSWorkspaceState.json
Original file line number Diff line number Diff line change
@@ -0,0 +1,17 @@
{
"ExpandedNodes": [
"",
"\\Source",
"\\Source\\KKS-Mods\\KerbalKrashSystem_KIS_Repair",
"\\Source\\KKS-Mods\\KerbalKrashSystem_KIS_Repair\\KerbalKrashSystem_KIS_Repair",
"\\Source\\KKS-Mods\\KerbalKrashSystem_KIS_Repair\\KerbalKrashSystem_KIS_Support",
"\\Source\\KKS-Mods\\KerbalKrashSystem_Repair",
"\\Source\\KKS-Mods\\KerbalKrashSystem_Repair\\KerbalKrashSystem_Repair",
"\\Source\\KKS-Mods\\KerbalKrashSystem_Science",
"\\Source\\KKS-Mods\\KerbalKrashSystem_Science\\KerbalKrashSystem_Science",
"\\Source\\KKS-Mods\\Messenger",
"\\Source\\KKS-Mods\\Messenger\\Messenger"
],
"SelectedNode": "\\Source\\KerbalKrashSystem.cs",
"PreviewInSolutionExplorer": false
}
Binary file added .vs/slnx.sqlite
Binary file not shown.
18 changes: 18 additions & 0 deletions Changelog.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,18 @@
Changelog

0.5.0
Adoption by Linuxgurugamer
This release is a rollup of a number of commits which were never released:

@EnzoMeertens, Feb 23, 2020
Added solar panel class. Removed old code. Added collider null check.

@linuxgurugamer, Noc 5, 2019
Update KerbalKrashSystem_Repair.cs. Fix repair errors in non-english language

@7ranceaddic7, June 6, 2019
Update KerbalKrashSystem for MM warnings
Update KerbalKrashSystem_Science.cfg, remove extraneous :FOR

Additional changes for the adoption
Added buildRelease.bat, deploy.bat, jenkins.txt, KerbalKrashSystem.version, README.md
20 changes: 20 additions & 0 deletions GameData/KerbalKrashSystem/KerbalKrashSystem.version
Original file line number Diff line number Diff line change
@@ -0,0 +1,20 @@
{
"NAME": "KerbalKrashSystem",
"URL": "https://github.com/linuxgurugamer/KerbalKrashSystem/KerbalKrashSystem.version",
"DOWNLOAD": "https://github.com/linuxgurugamer/KerbalKrashSystem/tree/master/Release",
"GITHUB": {
"USERNAME": "linuxgurugamer",
"REPOSITORY": "KerbalKrashSystem"
},
"VERSION": {
"MAJOR": 0,
"MINOR": 5,
"PATCH": 0,
"BUILD": 0
},
"KSP_VERSION_MIN": {
"MAJOR": 1,
"MINOR": 8,
"PATCH": 1
}
}
Binary file modified GameData/KerbalKrashSystem/Plugins/KerbalKrashSystem.dll
Binary file not shown.
30 changes: 30 additions & 0 deletions GameData/KerbalKrashSystem/README.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@
# KerbalKrashSystem
Repository for the Kerbal Krash System mod for Kerbal Space Program.

Kerbal Krash System


DESCRIPTION:

Kerbal Krash System rewrites collisions in Kerbal Space Program. KKS deforms your creations and reduces the efficiency of your crafts instead of just exploding on impact:

Damage occur on impacting anything (oceans, buildings, parts, kerbals, ground, ...) at speeds exceeding the part's original crash tolerance limits:
Crash tolerances are scaled by (configurable) factors, this allows parts to be damaged instead of exploding on exceeding the original crash tolerance.
Parts impacting at speeds above the scaled crash tolerance explode as normal.
Damaged engines overheat more quickly,
Damaged containers leak, including leaking effects,
Damaged command pods will have malfunctioning crew hatches,
Science modules become inoperable when damaged and need both engineers as well as scientists to be fully restored,
Damaged parts can be repaired using Engineers:
Lower level engineers are able to repair once every 55 seconds (lowered by ten seconds per experience level),
Higher level engineers are able to repair more often (up to once every five seconds).
Future update: KIS support: use "attachment tools" like the screwdriver or wrench to repair, instead of bare hands (or whatever Kerbals have... 'kands'?).


KKS scales crash tolerances such that parts don't explode on impact, but rather get damaged when they collide.



This mod should be easy to incorporate into other mods, e.g. TAC Life Support can access the damage percentage of command pods to drain oxygen.


Binary file removed GameData/ModuleManager.4.0.2.dll
Binary file not shown.
20 changes: 17 additions & 3 deletions Source/KerbalKrashSystem/KKS.sln → KKS.sln
Original file line number Diff line number Diff line change
@@ -1,9 +1,20 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.23107.0
# Visual Studio Version 16
VisualStudioVersion = 16.0.30011.22
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KKS", "KerbalKrashSystem\KKS.csproj", "{C9E72441-4366-42D1-AB8C-7783B93DD81A}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KKS", "Source\KKS.csproj", "{C9E72441-4366-42D1-AB8C-7783B93DD81A}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{DE93438C-0A47-43D0-828B-64B5FEEAE854}"
ProjectSection(SolutionItems) = preProject
buildRelease.bat = buildRelease.bat
Changelog.txt = Changelog.txt
deploy.bat = deploy.bat
jenkins.txt = jenkins.txt
KerbalKrashSystem.version = KerbalKrashSystem.version
License.txt = License.txt
README.md = README.md
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Expand All @@ -19,4 +30,7 @@ Global
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E6E6E01C-92C5-4C22-982A-14B450E577D1}
EndGlobalSection
EndGlobal
20 changes: 0 additions & 20 deletions KKS.version

This file was deleted.

20 changes: 20 additions & 0 deletions KerbalKrashSystem.version
Original file line number Diff line number Diff line change
@@ -0,0 +1,20 @@
{
"NAME": "KerbalKrashSystem",
"URL": "https://github.com/linuxgurugamer/KerbalKrashSystem/KerbalKrashSystem.version",
"DOWNLOAD": "https://github.com/linuxgurugamer/KerbalKrashSystem/tree/master/Release",
"GITHUB": {
"USERNAME": "linuxgurugamer",
"REPOSITORY": "KerbalKrashSystem"
},
"VERSION": {
"MAJOR": 0,
"MINOR": 5,
"PATCH": 0,
"BUILD": 0
},
"KSP_VERSION_MIN": {
"MAJOR": 1,
"MINOR": 8,
"PATCH": 1
}
}
7 changes: 7 additions & 0 deletions License.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,7 @@
Copyright (c) 2016 Enzo Meertens

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 changes: 28 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
@@ -1,2 +1,30 @@
# KerbalKrashSystem
Repository for the Kerbal Krash System mod for Kerbal Space Program.

Kerbal Krash System


DESCRIPTION:

Kerbal Krash System rewrites collisions in Kerbal Space Program. KKS deforms your creations and reduces the efficiency of your crafts instead of just exploding on impact:

Damage occur on impacting anything (oceans, buildings, parts, kerbals, ground, ...) at speeds exceeding the part's original crash tolerance limits:
Crash tolerances are scaled by (configurable) factors, this allows parts to be damaged instead of exploding on exceeding the original crash tolerance.
Parts impacting at speeds above the scaled crash tolerance explode as normal.
Damaged engines overheat more quickly,
Damaged containers leak, including leaking effects,
Damaged command pods will have malfunctioning crew hatches,
Science modules become inoperable when damaged and need both engineers as well as scientists to be fully restored,
Damaged parts can be repaired using Engineers:
Lower level engineers are able to repair once every 55 seconds (lowered by ten seconds per experience level),
Higher level engineers are able to repair more often (up to once every five seconds).
Future update: KIS support: use "attachment tools" like the screwdriver or wrench to repair, instead of bare hands (or whatever Kerbals have... 'kands'?).


KKS scales crash tolerances such that parts don't explode on impact, but rather get damaged when they collide.



This mod should be easy to incorporate into other mods, e.g. TAC Life Support can access the damage percentage of command pods to drain oxygen.


8 changes: 8 additions & 0 deletions Source/AssemblyVersion.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,8 @@

// This code was generated by a tool. Any changes made manually will be lost
// the next time this code is regenerated.
//

using System.Reflection;

[assembly: AssemblyVersion("0.5.0.0")]
100 changes: 100 additions & 0 deletions Source/AssemblyVersion.tt
Original file line number Diff line number Diff line change
@@ -0,0 +1,100 @@
<#@ template debug="false" hostspecific="true" language="C#" #>
<#@ import namespace="System.IO" #>
<#@ output extension=".cs" #>

<#@ assembly name="EnvDTE" #><# /* This assembly provides access to Visual Studio project properties. */ #>
<#

// Instructions
// 1. Add a new Text Template to the project
// 2. Copy this file into the new template
// 3. Update the string: versionfile with the complete path to the .version file
// 4. Remove the following line from the file AssemblyInfo.cs (usually located in the "Property" folder inside your C# project):
// [assembly: AssemblyVersion("1.0.0.0")]
// 5. Add the following to the PreBuild steps:
//
// set textTemplatingPath="%ProgramFiles(x86)%\Microsoft Visual Studio\2017\Community\Common7\IDE\texttransform.exe"
// %textTemplatingPath% "$(ProjectDir)AssemblyVersion.tt"


int major = 0;
int minor = 0;
int build = 0;
int patch = 0;
bool versionSection = false;

int i = 0;
int i2 = 0;
string s;

// For Visual Studio / MSBuild Build-Time Template Resolution
string RootDirectory = System.IO.Path.GetDirectoryName(Host.TemplateFile) + @"\..\";

//
// Update the following with the name of the .version file which is in the root directory
//
string versionfile = RootDirectory + "KerbalKrashSystem.version";


if (!File.Exists(versionfile))
{
Write("File: " + versionfile + " missing\n");
}

try
{
foreach (var line in File.ReadAllLines(versionfile))
{
if (line != null)
{
if (!versionSection)
{
if (line.Contains("\"VERSION\""))
versionSection = true;
}
else
{
if (line.Contains("}"))
versionSection = false;
i = line.IndexOf(":");
i2 = line.IndexOf(",");
if (i2 == -1)
i2 = line.Length;
if (i >= 0 && i2 >= 0)
{
s = line.Substring(i + 1, i2 - i - 1);

if (line.Contains("MAJOR"))
Int32.TryParse(s, out major);

if (line.Contains("MINOR"))
Int32.TryParse(s, out minor);

if (line.Contains("PATCH"))
Int32.TryParse(s, out patch);

if (line.Contains("BUILD"))
Int32.TryParse(s, out build);
}
}
}
}

}
catch
{
major = 1;
minor = 0;
patch = 0;
build = 0;
}
//Write("File done");

#>
// This code was generated by a tool. Any changes made manually will be lost
// the next time this code is regenerated.
//

using System.Reflection;

[assembly: AssemblyVersion("<#= major #>.<#= minor #>.<#= patch #>.<#= build #>")]
File renamed without changes.
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