Fixed issue where HUDs with few or no readouts would get pushed away from the top/bottom edges of the screen. HUDs now clamp fully inside the screen instead allowing overflow with a margin like normal windows.
@@ -16,9 +16,16 @@
Changed: Max mach in the Build Engineer defaults to 1.00 even when no jet engines are present.
Changed: Increased eccentricity readout to 5 decimal places.
Changed: Implemented Sarbian's object pooling.
+ Changed: How the default selected body is assigned to 'Planitarium.Home'.
+ Changed: HUDs to clamp fully inside the screen instead of allowing them to run off the edge by a certain amount.
Fixed: Physically insignificant part mass is now associated with the parent part.
Fixed: Longitude and Latitude readouts now use a KER formatter instead of Squad's incorrect implementation.
Fixed: Possible null reference in the Rendezvous Processor.
+ Fixed: Fairing mass issues introduced with regards to simulation changes.
+ Fixed: Use of per-propellant fuel flow mode override.
+ Fixed: Burn times calculated for jet engines.
+ Fixed: Thrust issues introduced with Sarbian's simulation alterations.
+ Fixed: Issue where HUDs positioned close to the top/bottom of the screen could be pushed out of position.
Fixed: Separately staged fairing mass jettisons are now calculated in the editor.
@@ -134,7 +134,11 @@
(!this.ParentSection.IsHud || this.ParentSection.IsEditorVisible) ? this.windowStyle
: this.ParentSection.IsHudBackground && this.ParentSection.LineCount > 0
- : this.hudWindowStyle).ClampToScreen();
+ : this.hudWindowStyle);
+ windowPosition = (ParentSection.IsHud) ? windowPosition.ClampInsideScreen() : windowPosition.ClampToScreen();
this.ParentSection.FloatingPositionX = this.windowPosition.x;
this.ParentSection.FloatingPositionY = this.windowPosition.y;
Binary files a/Output/KerbalEngineer/KerbalEngineer.dll and b/Output/KerbalEngineer/KerbalEngineer.dll differ