Compare commits

...

2 Commits

Author SHA1 Message Date
lutepickle c93ae89695 Properly ensure that graphics are established before copying twins 2024-04-13 10:46:40 -07:00
lutepickle 3bdf881533 Only apply active genes 2024-04-13 05:39:08 -07:00
3 changed files with 7 additions and 3 deletions

View File

@ -658,7 +658,7 @@ namespace RJW_Menstruation
opcache = -1; opcache = -1;
if (Pawn.genes == null || !ModsConfig.BiotechActive) return; if (Pawn.genes == null || !ModsConfig.BiotechActive) return;
foreach (MenstruationModExtension extension in Pawn.genes.GenesListForReading.Select(gene => gene.def.GetModExtension<MenstruationModExtension>()).Where(ext => ext != null)) foreach (MenstruationModExtension extension in Pawn.genes.GenesListForReading.Where(gene => gene.Active).Select(gene => gene.def.GetModExtension<MenstruationModExtension>()).Where(ext => ext != null))
{ {
eggLifeSpanTicks = (int)(eggLifeSpanTicks * extension.eggLifeTimeFactor); eggLifeSpanTicks = (int)(eggLifeSpanTicks * extension.eggLifeTimeFactor);
if (extension.alwaysEstrus) estrusLevel = EstrusLevel.Visible; if (extension.alwaysEstrus) estrusLevel = EstrusLevel.Visible;

View File

@ -94,7 +94,10 @@ namespace RJW_Menstruation
Pawn baby = PawnGenerator.GeneratePawn(request); Pawn baby = PawnGenerator.GeneratePawn(request);
if (baby == null) break; if (baby == null) break;
PregnancyCommon.SetupBabyXenotype(mother, father, baby); // Probably redundant with Biotech post-birth xenotyping PregnancyCommon.SetupBabyXenotype(mother, father, baby); // Probably redundant with Biotech post-birth xenotyping
// baby.Drawer.renderer.graphics.ResolveAllGraphics(); // HAR and some xenotype mods don't randomize graphics until it's rendered
// So poke it early
baby.Drawer.renderer.renderTree.EnsureInitialized(PawnRenderFlags.DrawNow);
if (division > 1) if (division > 1)
{ {
if (i == 0) if (i == 0)

View File

@ -332,7 +332,8 @@ namespace RJW_Menstruation
PregnancyCommon.SetupBabyXenotype(mother, father, baby); PregnancyCommon.SetupBabyXenotype(mother, father, baby);
// HAR and some xenotype mods don't randomize graphics until it's rendered // HAR and some xenotype mods don't randomize graphics until it's rendered
// So poke it early // So poke it early
// baby.Drawer.renderer.graphics.ResolveAllGraphics(); baby.Drawer.renderer.renderTree.EnsureInitialized(PawnRenderFlags.DrawNow);
if (division > 1) if (division > 1)
{ {
if (i == 0) if (i == 0)