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2 changes: 2 additions & 0 deletions .gitignore
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Expand Up @@ -383,3 +383,5 @@ VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/VisualPinball.Unity.Pa
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/VisualPinball.Unity.Test.csproj
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/VisualPinball.Unity.csproj
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/editmode-results.xml

.DS_Store
1 change: 1 addition & 0 deletions CHANGELOG.md
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Expand Up @@ -7,6 +7,7 @@
Built with Unity 2020.3.

### Added
- A *Drop Target Bank* component ([#333](https://github.com/freezy/VisualPinball.Engine/pull/333), [Documentation](https://docs.visualpinball.org/creators-guide/manual/mechanisms/drop-target-banks.html)).
- Editor: Enable manual trigger for coils, switches, lamps and wires during gameplay ([#332](https://github.com/freezy/VisualPinball.Engine/pull/332))
- Support for dynamic wires, also known as *Fast Flip* ([#330](https://github.com/freezy/VisualPinball.Engine/pull/330), [Documentation](https://docs.visualpinball.org/creators-guide/editor/wire-manager.html#dynamic)).
- Component for light groups, allowing easy grouping of GI lamps. ([#330](https://github.com/freezy/VisualPinball.Engine/pull/330) [Documentation](https://docs.visualpinball.org/creators-guide/manual/mechanisms/light-groups.html)).
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1 change: 1 addition & 0 deletions VisualPinball.Engine/Common/Constants.cs
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Expand Up @@ -151,5 +151,6 @@ public static class InputConstants
public const string ActionCoinDoorAdvance = "Coin Door Advance";
public const string ActionCoinDoorUpDown = "Coin Door Up/Down";
public const string ActionSlamTilt = "Slam Tilt";
public const string ActionSelfTest = "Self Test";
}
}
8 changes: 8 additions & 0 deletions VisualPinball.Engine/VPT/DropTargetBank.meta

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1 change: 1 addition & 0 deletions VisualPinball.Engine/VPT/Flipper/FlipperMeshGenerator.cs
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Expand Up @@ -22,6 +22,7 @@
using System.Collections.Generic;
using VisualPinball.Engine.Game;
using VisualPinball.Engine.Math;
using MathF = VisualPinball.Engine.Math.MathF;

namespace VisualPinball.Engine.VPT.Flipper
{
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3 changes: 2 additions & 1 deletion VisualPinball.Engine/VPT/Light/Light.cs
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Expand Up @@ -18,6 +18,7 @@
using System.IO;
using VisualPinball.Engine.Game;
using VisualPinball.Engine.Math;
using MathF = VisualPinball.Engine.Math.MathF;

namespace VisualPinball.Engine.VPT.Light
{
Expand Down Expand Up @@ -57,7 +58,7 @@ public static Light GetDefault(string name, float x, float y)
};
return new Light(lightData);
}

public static Light GetDefault(Table.Table table) => GetDefault(table.GetNewName<Light>("Light"), table.Width / 2f, table.Height / 2f);

#region IRenderable
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Expand Up @@ -18,6 +18,7 @@
using VisualPinball.Engine.Common;
using VisualPinball.Engine.Game;
using VisualPinball.Engine.Math;
using MathF = VisualPinball.Engine.Math.MathF;

namespace VisualPinball.Engine.VPT.Primitive
{
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1 change: 1 addition & 0 deletions VisualPinball.Engine/VPT/Surface/SurfaceMeshGenerator.cs
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Expand Up @@ -18,6 +18,7 @@
using System.Collections.Generic;
using VisualPinball.Engine.Game;
using VisualPinball.Engine.Math;
using MathF = VisualPinball.Engine.Math.MathF;

namespace VisualPinball.Engine.VPT.Surface
{
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16 changes: 9 additions & 7 deletions VisualPinball.Unity/Assets/Editor/Icons/large_gray/chip.png.meta

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