mirror of
https://github.com/blitzkit/blitzkit.git
synced 2026-10-25 03:29:51 +01:00
Compare commits
4
Commits
41e40de791
...
dc6c528167
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
dc6c528167 | ||
|
|
b4d5d4c16e | ||
|
|
f2f6d4ff49 | ||
|
|
cdbb7647f0 |
No files matched your search
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"words": [
|
||||
"Tankopedia"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
# BlitzKit 1.30.6
|
||||
|
||||
## Fixes
|
||||
|
||||
- Tanks no longer "randomly" appear dark in Tankopedia and Mixer
|
||||
- The ground is now as dark as other modes when Static Armor is selected in Tankopedia
|
||||
- Fixed some naming issues with the "equal" icon, improving performance a tiny tiny bit
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "blitzkit",
|
||||
"version": "1.30.5",
|
||||
"version": "1.30.6",
|
||||
"license": "BlitzKit License",
|
||||
"private": true,
|
||||
"scripts": {
|
||||
|
||||
@@ -264,6 +264,7 @@ export function StaticArmorSceneComponent({
|
||||
<mesh
|
||||
{...meshProps}
|
||||
key={key}
|
||||
castShadow
|
||||
material={surfaceMaterial}
|
||||
onPointerDown={onPointerDown}
|
||||
userData={
|
||||
|
||||
@@ -11,8 +11,8 @@ export function EqualIcon(props: ComponentProps<"svg">) {
|
||||
{...props}
|
||||
>
|
||||
<path
|
||||
fill-rule="evenodd"
|
||||
clip-rule="evenodd"
|
||||
fillRule="evenodd"
|
||||
clipRule="evenodd"
|
||||
d="M1.5 5C1.22386 5 1 5.22386 1 5.5C1 5.77614 1.22386 6 1.5 6H13.5C13.7761 6 14 5.77614 14 5.5C14 5.22386 13.7761 5 13.5 5H1.5ZM1 9.5C1 9.22386 1.22386 9 1.5 9H13.5C13.7761 9 14 9.22386 14 9.5C14 9.77614 13.7761 10 13.5 10H1.5C1.22386 10 1 9.77614 1 9.5Z"
|
||||
fill="currentColor"
|
||||
/>
|
||||
|
||||
@@ -3,9 +3,19 @@ import { useEffect } from "react";
|
||||
import { Cache, Group, Mesh, MeshStandardMaterial, Object3D } from "three";
|
||||
import { GLTFLoader, type GLTF } from "three-stdlib";
|
||||
|
||||
const users: Record<string, number> = {};
|
||||
|
||||
export function useDispose(gltf: GLTF & ObjectMap, path: string) {
|
||||
useEffect(() => {
|
||||
if (path in users) {
|
||||
users[path]++;
|
||||
} else {
|
||||
users[path] = 1;
|
||||
}
|
||||
|
||||
return () => {
|
||||
if (--users[path] > 0) return;
|
||||
|
||||
gltf.scene.traverse((object) => {
|
||||
if (object instanceof Mesh) {
|
||||
if (object.material instanceof MeshStandardMaterial) {
|
||||
|
||||
Reference in new issue
Block a user