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v3.13.1
- (Change) `Layer.IsBottomLayer` no longer calculate the value using the position of the layer, a new property `IsBottomLayerByHeight` is now used to get that result - (Improvement) Tool - Double exposure: Increase the bottom layer count per cloned bottom layer - (Improvement) Calibration - Exposure time finder: Set the absolute bottom layer count accordingly when also testing for bottom time - (Improvement) Goo: Enforce Wait times or Light-off-delay flag based on property set - (Fix) AnyCubic and Goo: `PerLayerSetting` flag was set inverted causing printer not to follow layer settings when it should and also the otherwise (#689) - (Fix) Tool - Scripting: Prevent from reload UI multiple times when using profiles (#694)
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@@ -36,7 +36,7 @@ struct HEADER {
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float MachineZ <fgcolor=cBlack, bgcolor=cRed>;
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float LayerHeight <fgcolor=cBlack, bgcolor=cRed>;
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float ExposureTime <fgcolor=cBlack, bgcolor=cRed>;
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enum <ubyte> { WaitTime, LightOffDelay } DelayMode <fgcolor=cBlack, bgcolor=cRed>; // 1: wait time mode , 0: light off delay mode
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enum <ubyte> { LightOffDelay, WaitTime } DelayMode <fgcolor=cBlack, bgcolor=cRed>; // 0: light off delay mode | 1: wait time mode
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float LightOffDelay <fgcolor=cBlack, bgcolor=cRed>;
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float BottomWaitTimeAfterCure <fgcolor=cBlack, bgcolor=cRed>;
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float BottomWaitTimeAfterLift <fgcolor=cBlack, bgcolor=cRed>;
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