Cheers mate. I'll just accept the pull request as-is and we can tidy up those minor items afterwards.Nystul wrote:of course I am happy with everything that works and that makes our life easierInterkarma wrote: Let me know if you'd prefer me to make that small change after accepting pull request.
Yeah I had this already before, but commented it out while fixing all the problems - so this is easy to do againInterkarma wrote: That line of code is basically injecting your terrain sampler whether addon is supposed to be active or not.
Where can one define the values of these DaggerfallUnity.Settings.Nystul_* flags? - I ask because I would like to test if it is workingInterkarma wrote: For now, the quickest way to solve this is simply to check DaggerfallUnity.Settings.Nystul_* flags during Awake() and Start(). My game startup code can then disable addon objects in the scene if user has indicated they should not be active.
DaggerfallUnity.Settings are the config options exposed by INI file. Just do something like:
Code: Select all
if (DaggerfallUnity.Settings.Nystul_IncreasedTerrainDistance)
{
// Do setup here
}