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SirJulio

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Everything posted by SirJulio

  1. That's what i plan to do. Put a button in the main window (like the current "close" "settings" etc ...) to enable context edit. Doing that, i think i can limit the modifications to the code, don't pollute the main pod context menu for people who doesn't want to have context edit, and remove the problem with modules mismatch during reload which cause science experiments to be lost. Tell me if that solution seems good for you.
  2. I cannot fix the issue and test it for now, not enough time for it, but you can use an old version (1.2.0.0 can be found on github). The context menu isn't in this one. Just download the toolbar separately or keep the one you're already using. I will probably have more time in a week or two. And yes, it seems to be the main module placed to give the AGM : enable / disable menu which screw things up. I will remove it completely and put a trigger to activate context editing in an other place. My apologies again for that.
  3. Damn, sorry for that. I guess the quick fix was not enough, and i need to investigate further and change how i handle vessel change. I will keep you updated. Again, sorry for that error.
  4. New release 1.3.2.0 : * (Hopefully) Fixed the bug with science experiments * Updated to Toolbar 1.4.4 Have fun !
  5. I think i've found the problem. I try to find a way to fix it. Sorry not lots of time for it right, but i'm working on it. =)
  6. Well having more than the number of existing action group is possible (in theory at least) but it will require to bypass completely the stock logic of action group. Let me explain : Each parts have modules, each modules have baseactions (like toggle panel, shutdown engine etc). In each of those actions, there is a field (a flag enum) with all action group listed and if this specific actions is tied to an action group (like a checklist). When you fire an action group, the game propagate the signal to all part (and module and baseaction) of the current vessel, and if a part is associated with the action group fired, then the baseaction is activated. The problem here is not handling the keybinding part (other addon already does it, precise node by example), the problem is the array in the baseaction class cannot be extended. So while theoretically it's possible to add other action group, it would require to bypass totally the stock logic, and i bet that it would be a debugging hell. =D So i'm not closed to the idea, and i already done some test, but that's not something i can easily implement (at least in current state of the game).
  7. If I understand correctly your question, you want to be able to include a specific action (let's say put throttle to 75%) to any existing action group, is that right ? If that's your question, it's very tricky. Action recognized as BaseActions (so addable to an action group) are created when the game load the part (addon or stock same things). When the game load an assembly (a dll module) it parse it and search for any events (when you right click on a part) and actions contained in that DLL and build the part. I have tried to bypass the common loading system but i have not found a way for the moment. So ATM, all baseactions need to be hardcoded, you cannot inject baseactions "on the fly" (aka programmatically). To keep my previous exemple, i can make a partmodule, with a baseaction who will reduce your throttle to 75% if you add it to an action group, but it need to be in a dll and present before the start of the game.
  8. Well, that's weird. I don't touch science logic in my mod, but i'll look into it and keep you posted. Thanks for the report 5thHorseman. =)
  9. I may look into it, but i don't really know how to do it (to be honest i never use IVA). Thanks, and glad you like it. =) For the toolbar, as long as blizzy doesn't break the API of the toolbar, you can use any future version of the toolbar. But i like the idea to latebind against the toolbar and put a toggle in the pod action click, i may implement that. Thanks for the idea. =) And the resizable window is planned too (but i need to finish some needed component for that like a resizable slider).
  10. @Trigger Au : Like what would happen if you click on an item in the ressource panel ? If yes, maybe ressourceShown in UIPartActionController (get from static Instance) is what you look for. It's how the ressource panel click is handled : On click on a ressource the ressource panel fire an event to set an id (i don't know how to figure out the id though) in the UIPartActionController. ressourceShown is just a list of int. Let us know if that works I may be interrested too. =)
  11. New release 1.3.1.0 : * Added a recap window. * Updated to Toolbar 1.3
  12. I don't maintain this mod for 0.22 anymore, but there wasn't any breaking changes, so it must load fine. What's the problem ? Does the main window load but not the button ? Do you have any other mods which use the common toolbar ?
  13. When you have the view with all the files click on the upper left, File => Download.
  14. Hey toadicus, i love your mod, especialy the headup display, very good idea. Just a suggestion : Can you add a close button on each window. Only the Rendez vous window has one currently.
  15. I understand the problem with the root part. I'll see what i can do with that. =)
  16. There is a big static class GameEvents full of good stuff. Try OnVesselRecovered and OnVesselRecoveryRequested. Good luck.
  17. Version 1.3.0.0 released. See first post for more infos. Hope you will all like it.
  18. If you're using Visual studio. Just type KerbalEVA, right click and "go to declaration".
  19. And we are very pleased by your addon too. May I ask, what's your plan for the future ? Short and long term. Do you plan to expand your mod even more ?
  20. Yes. Due to how KSP handle actiongroups in the actual build, there is no such thing as temporary assignement. The moment you assign, say, your solar panel to action group 01, that's it. You can even desinstal AGM and restart your game, your panel will always be linked to custom 01. Even if you take your persistent file and give it to a friend. Same thing, if you build your ship, assign some parts to custom action groups, the mod will detect it and show them to you.
  21. Good to hear. I hope you like it. I will release a new version very soon, to update to Toolbar 1.2.
  22. Look at the video on that post (the toolbar plugin thread). The click area may be hard to found. =)
  23. Click on the arrow to the right side of the toolbar, and select the option "Unlock move". Do the same thing to lock it when you're done.
  24. 1.2.0.0 released : * 0.23 compatibility. Nothing changed. * Can now add or remove a part and all the symmetry counter parts with a single button. * Added tooltip for all buttons. * Now, when the list is empty, the bottom buttons are only activated if there is parts linked to that action group.
  25. From my understanding of unity, On[...] methods for class that inherit from MonoBehaviour are called automatically. RenderingManager is a KSP class which is basically a list of callback to draw your stuff. Take a look at the veru first example of Taraniselsu on his github. That's all you need to know of entry point for your code. IMO If you can use RenderingManager, don't even bother with the rest (except awake, use it as a constructor, and OnDestroy, use that as an IDisposable). Register your callbock in rendering manager and call your ui function from that callback.
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