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There are 4 ways a resource request from a specific part is handled. The ResourceFlowMode enum has more values, but there is no difference between some of them.
NO_FLOW
Only the resources on the part the request originate from can be reached
The resource can only be used if flowState is true
ALL_VESSEL / ALL_VESSEL_BALANCE
The request will reach all parts on the vessel, excepted those for which the resource flowState is false
C# cubic hermite spline implementation similar to an Unity AnimationCurve, but faster
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Harmony - Replace a method call in KSP and all loaded plugins
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Extension methods for easier, faster more clear null and destroyed state checking for UnityEngine.Object
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This guide applies only to KSP 1.8 and latter. It covers modifying a KSP installation to allow :
In IDE debugging of KSP plugins by using breakpoints, inspecting runtime variables, doing step-by-step execution, etc. Both Visual Studio (including VS for Mac) and JetBrains Rider support debugging Unity games, and by extension KSP plugins.
Using the Unity editor profiling tools, which include great tools to measure and analyze CPU/GPU usage and memory allocations.
This guide is extensively tested for a Windows / Visual Studio scenario.
However, it is theoretically possible to make all that work under MacOS or Linux, either with the Rider IDE or Visual Studio for Mac. This guide has limited details about those scenarios. I encourage you to leave a comment if you have additional information / experience.