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nalitia

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  1. This is a continuation of MusicMute, a simple mod to mute the game's music with a hotkey. Press F8 to toggle music. Download Install via CKAN or download from GitHub. License GPL v3 Source Available on GitHub.
  2. Yes, but only in VMs. I answered "no" because with respect to this question, my bare metal Ubuntu install is going away. I use Linux for some development work, but dual booting is just a hassle. KSP was the only reason I was doing it. The nVidia driver situation on Linux is a mess, and performance in most games isn't as good as on Windows.
  3. That's very useful, thank you! My first glance at the new UI showed it to be done in the editor, which would be a problem for KSP or other games where we're doing work with mods. Similarly all the projects in the Unity asset store are not very useful to KSP modders.
  4. It's a much better GUI system, so I don't mind. I may look into writing something similar for the new UI. There are other Unity projects that already do data binding, but the only ones I've seen either cost money, or use heavyweight XML markup and a lot of reflection. I think the legacy UI still works in the newer Unity, but is considered deprecated. Maybe still useful for mods that don't want to do a complete rewrite? I don't know much about it, and I don't know how things will work w.r.t KSP. I'll have to look into it.
  5. Feel free to shoot me a PM or email (my address is on github) if you have questions. The sample code is a bit "kitchen sink" and probably isn't a great introductory how-to.
  6. It's not an API like blizzy's toolbar, it's just an abstraction over the Unity GUI API. You can use it for any game, there isn't even anything KSP specific. Also, the binaries in lib are actually symlinks, they're not really there. I wasn't sure if they were redistributable. Thanks for asking about the license. It's supposed to be MIT, I'd just forgotten to add it to the repo.
  7. Hey all, this is a library I wrote to aid in the development of Unity GUIs (the legacy kind that KSP still uses). I started on it years ago, but it fell by the wayside as work became more important. Recently I decided to finish it and release it for the KSP community. When I first started using Unity about 5 years ago, I couldn't stand the way the GUI system was designed. I was used to the declarative model and rich data binding capabilities of frameworks like WPF, so I set out to design my own in Unity. This is the result. Features Declarative UI – specify what you want your GUI to do, the framework takes care of the rest. No minutia of plumbing values in and out of GUILayout calls. Rich data binding without a big performance impact. Unlike WPF, there is no reflection, only function calls. Skin and style support Full set of controls wrapping existing Unity controls, plus new controls such as TabControl Floating tool tip rendering Interoperable with any existing GUI code No fancy confusing magic, easy to read code It's really, really easy to build very complex GUIs and new controls with this library. I put together a short example of the basic capabilities: It's pretty flexible and powerful, and there's still a lot I could add. I'm unsure, however, of the future value of this project given that KSP will be migrating to Unity 5. But maybe it will be useful for legacy projects. If you think this is useful, please let me know! I'll continue to work on this project and support it if people are interested. There are more features that could be added, as well as documentation and tests. Project on GitHub Releases, example project, and information on how to build can be found here: https://github.com/mattolenik/AffinityUI
  8. I noticed that camera stuttering was only happening when the UI was enabled. When I'd hit F2 to shut it off for a screenshot, the framerate shot back up. Try cutting back on UI-related mods, and close windows when they aren't needed. I noticed that Contract Window+ being open slows everything to a crawl.
  9. I noticed that camera stuttering was only happening when the UI was enabled. When I'd hit F2 to shut it off for a screenshot, the framerate shot back up. Try cutting back on UI-related mods, and close windows when they aren't needed. I noticed that Contract Window+ slows everything to a crawl.
  10. I see the #1 problem on Linux x64 with many mods, with my nVidia card. It doesn't happen with an unmodded install. I removed a portion of my mods temporarily and saw the issue lessen, but not eliminated. The part count of a craft doesn't seem to affect the camera-related stutter. Everything renders fine when using the keys to move the camera. I'm not sure if there's a single mod responsible for it or if it's just poor performance under high memory conditions on Linux with Unity.
  11. Installing this mod breaks tweakscale for other parts. I have the latest TweakScale installed separately, but dropping in Infernal Robotics breaks scaling on all other parts. I've seen this with several other mods. If I remove the MagicSmokeIndustries directory from GameData, it all starts working again. Anyone else see this before?
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