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base repository: mockingbirdnest/Principia
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head repository: mockingbirdnest/Principia
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compare: db2a184bf93b
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  • 6 commits
  • 1 file changed
  • 2 contributors

Commits on Mar 21, 2017

  1. Copy the full SHA
    cc02ff4 View commit details
  2. some feedback from @StollD

    eggrobin committed Mar 21, 2017
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    15af12d View commit details
  3. more feedback from @StollD

    eggrobin committed Mar 21, 2017
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    4437152 View commit details
  4. multipart asteroids seem complicated

    This reverts commit 4437152.
    eggrobin committed Mar 21, 2017
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    1dbb4ba View commit details
  5. Copy the full SHA
    025e5cb View commit details
  6. Merge pull request #1277 from eggrobin/names

    Asteroid workaround
    pleroy authored Mar 21, 2017
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    db2a184 View commit details
Showing with 16 additions and 4 deletions.
  1. +16 −4 ksp_plugin_adapter/ksp_plugin_adapter.cs
20 changes: 16 additions & 4 deletions ksp_plugin_adapter/ksp_plugin_adapter.cs
Original file line number Diff line number Diff line change
@@ -976,10 +976,22 @@ private void ReportVesselsAndParts() {
}
}
} else if (inserted) {
foreach (ProtoPartSnapshot part in
vessel.protoVessel.protoPartSnapshots) {
// TODO(egg): perhaps we can live with the asteroids if we detect
// them here and reassign their flightID.
var parts = vessel.protoVessel.protoPartSnapshots;
// For reasons that are unclear, the asteroid spawning code sometimes
// generates the same flightID twice; we regenerate the flightID on
// any asteroid we find.
if (vessel.vesselType == VesselType.SpaceObject &&
parts.Count == 1 &&
parts[0].partName == "PotatoRoid" &&
parts[0].flightID == parts[0].missionID) {
var part = parts[0];
var old_id = part.flightID;
part.flightID = ShipConstruction.GetUniqueFlightID(
HighLogic.CurrentGame.flightState);
Log.Info("Regenerating the part ID of " + vessel.name + ": " +
part.flightID + " (was " + old_id + ")");
}
foreach (ProtoPartSnapshot part in parts) {
plugin_.InsertUnloadedPart(
part.flightID,
part.partName,