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Add empty line back to readme
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Halbann committed Oct 31, 2024
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Expand Up @@ -145,6 +145,7 @@ User options are available from the "ESC" in-game settings menu :<br/><img src="
- [**FloatingOriginPerf**](https://github.com/KSPModdingLibs/KSPCommunityFixes/pull/257) [KSP 1.12.3 - 1.12.5]<br/>General micro-optimization of floating origin shifts. Main benefit is in large particle count situations (ie, launches with many engines) but this helps a bit in other cases as well.
- [**FasterPartFindTransform**](https://github.com/KSPModdingLibs/KSPCommunityFixes/pull/255) [KSP 1.12.3 - 1.12.5]<br/>Faster, and minimal GC alloc relacements for the Part FindModelTransform* and FindHeirarchyTransform* methods.
- [**OptimisedVectorLines**](https://github.com/KSPModdingLibs/KSPCommunityFixes/pull/281) [KSP 1.12.0 - 1.12.5]<br/>Improve performance in the Map View when a large number of vessels and bodies are visible via faster drawing of orbit lines and CommNet lines.

#### API and modding tools
- **MultipleModuleInPartAPI** [KSP 1.8.0 - 1.12.5]<br/>This API allow other plugins to implement PartModules that can exist in multiple occurrence in a single part and won't suffer "module indexing mismatch" persistent data losses following part configuration changes. [See documentation on the wiki](https://github.com/KSPModdingLibs/KSPCommunityFixes/wiki/MultipleModuleInPartAPI).
- **DockingPortLockedEvents** [KSP 1.12.2 - 1.12.5]<br/>Disabled by default, you can enable it with a MM patch. Fire GameEvents onRoboticPartLockChanging/onRoboticPartLockChanged respectively before/after calls to ModuleDockingNode.ModifyLocked(), following a modification of the ModuleDockingNode.nodeIsLocked field.
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