Jebs_SY Posted March 5, 2018 Share Posted March 5, 2018 (edited) Hey @linuxgurugamer, o/ would it be much work, to make the axis of the horizontal (master) snapping depending on the camera angle? So either the N-S axis, if the camera looks in a direction from 45°-135° or 225°-315° or the W-E axis, if the camera is looking in a direction from 135°-225° or 315°-45°. I'm sure the game is not using cardinal directions for that, but I hope the idea is understandable. Edit: Can it be, that master snapping only works with surface attached parts but not with node attached parts that got an offset? Would be nice to be able to use it on node attached, but offset parts. BR Jebs_SY Edited March 5, 2018 by Jebs_SY Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 5, 2018 Author Share Posted March 5, 2018 10 hours ago, Jebs_SY said: Hey @linuxgurugamer, o/ would it be much work, to make the axis of the horizontal (master) snapping depending on the camera angle? So either the N-S axis, if the camera looks in a direction from 45°-135° or 225°-315° or the W-E axis, if the camera is looking in a direction from 135°-225° or 315°-45°. I'm sure the game is not using cardinal directions for that, but I hope the idea is understandable. Edit: Can it be, that master snapping only works with surface attached parts but not with node attached parts that got an offset? Would be nice to be able to use it on node attached, but offset parts. BR Jebs_SY Unfortunately, yes, it wouldn't be simple. I'm pretty sure that it won't work with node-attached parts. Quote Link to comment Share on other sites More sharing options...
Apollo13 Posted March 15, 2018 Share Posted March 15, 2018 (edited) Linuxgurugamer, thank you for updating this. I've been watching and waiting for this. I was afraid it might have been abandoned. Squad/Take-Two/whatever, REALLY needs to replace the editors with this. I use the Attachment Mode extensively Edited March 15, 2018 by Apollo13 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 15, 2018 Share Posted March 15, 2018 (edited) Hmm, after I started KSP again, went to VAB and before loading the vessel just opened the EER settings, checked them but clicked on 'Close' and changed nothing. After that I had to do the 'Clear Input Locks' and somehow I have the same behavior, no part highlighting in VAB anymore, no action group button clickable in AG editor. And "only" this for about 20x in log after I clicked 'Close' in EER settings: UIList: RemoveItem didn't find any item to remove. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) After I tried to use the AG editor I got this one once: BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "VABmodern/VAB_interior_modern/ksp_pad_cylTank/obj_tank/LadderCollider" (Filename: Line: 0) A new log:https://www.dropbox.com/s/oece3ajnr8ktpoc/2018-03-15_2 KSP.log.7z?dl=1 Now it's time to do a test without EER and CTB ... Edit: Confirmed, without both mods I got a part highlighter and can fiddle with action groups. Edit: see Edited March 15, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 16, 2018 Author Share Posted March 16, 2018 I've been able to isolate it down to the popup menu. If your inputs are locked, simply move the mouse over the toolbar button, and then move it sideways to another toolbar button and wait for the menu to go away. I'm looking at it right now Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 16, 2018 Author Share Posted March 16, 2018 New release, 3.3.18: Changed resize of settings window from just before ClickThroughBlocker.GUILayoutWindow to after to toolbar, to avoid confusing the ClickThroughBlocker You will also need to install the latest version of the ClickThroughBlocker, now up to 0.1.5 Quote Link to comment Share on other sites More sharing options...
iSquared Posted March 16, 2018 Share Posted March 16, 2018 @linuxgurugamer Is the ability to move struts from either end been blocked? With EEX the struts when placed can only be moved from their origin and as a whole, you can't manipulate the ends independently when using the 'move tool', is there a hot key I'm not aware of? Awesome mod, thank you for your work and all that you do for this community. Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted March 16, 2018 Share Posted March 16, 2018 45 minutes ago, iSquared said: @linuxgurugamer Is the ability to move struts from either end been blocked? With EEX the struts when placed can only be moved from their origin and as a whole, you can't manipulate the ends independently when using the 'move tool', is there a hot key I'm not aware of? Awesome mod, thank you for your work and all that you do for this community. The struts move from both ends in stock? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 16, 2018 Author Share Posted March 16, 2018 1 hour ago, iSquared said: @linuxgurugamer Is the ability to move struts from either end been blocked? With EEX the struts when placed can only be moved from their origin and as a whole, you can't manipulate the ends independently when using the 'move tool', is there a hot key I'm not aware of? Awesome mod, thank you for your work and all that you do for this community. You can't do that in stock, either 29 minutes ago, selfish_meme said: The struts move from both ends in stock? I think he means the move gizmo, I'm checking that now And yes, in stock you can move each one with the gizmo. Now testing with EEX I see what he is talking about, the gizmo will only work on origin node of the struts when EEX is installed. This is a holdover from a few years ago when stock didn't allow it either. I'll just file it as an issue and get back to it later Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 16, 2018 Author Share Posted March 16, 2018 @iSquared Quick workaround is to disable the NoOffsetLimits, that's the code which is causing the problem Quote Link to comment Share on other sites More sharing options...
iSquared Posted March 16, 2018 Share Posted March 16, 2018 Cheers, thanks for looking into that! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 16, 2018 Author Share Posted March 16, 2018 New release, 3.3.19: Updated obsolete Linerenderer calls Fixed NoOffsetLimit code to NOT activate when a compound part is being moved with the offset gizmo 28 minutes ago, iSquared said: Cheers, thanks for looking into that! Just fixed it. Quote Link to comment Share on other sites More sharing options...
HeroBrian_333 Posted March 17, 2018 Share Posted March 17, 2018 Best mod ever. I was so sad when I couldn't use it for 1 play session. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted March 17, 2018 Share Posted March 17, 2018 Hey, I'm getting a rather annoying bug. When I add a new angle snap and hit save (which closes the window), click-through seems to still be applied. The editor locks up and I can't click anything, Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted March 17, 2018 Share Posted March 17, 2018 Appreciate it as always Quote Link to comment Share on other sites More sharing options...
prgmTrouble Posted March 18, 2018 Share Posted March 18, 2018 Bug: The autostrut feature "AS Grandparent" sets parts created via symmetry (both radial and mirrored) to "Heaviest" Using mod version 3.3.19 and game version 1.4.1 P.S. Is this the correct place to report bugs? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 18, 2018 Author Share Posted March 18, 2018 New release, 3.3.19.1: Fixed issue when displaying autostruts, most got reset to Heaviest Fixed issue when setting AS to grandparent, was setting to Heaviest 1 hour ago, prgmTrouble said: Bug: The autostrut feature "AS Grandparent" sets parts created via symmetry (both radial and mirrored) to "Heaviest" Using mod version 3.3.19 and game version 1.4.1 P.S. Is this the correct place to report bugs? Next time at least ping me, or open an issue on Github. For now, it's fixed Quote Link to comment Share on other sites More sharing options...
prgmTrouble Posted March 18, 2018 Share Posted March 18, 2018 2 minutes ago, linuxgurugamer said: New release, 3.3.19.1: Fixed issue when displaying autostruts, most got reset to Heaviest Fixed issue when setting AS to grandparent, was setting to Heaviest Next time at least ping me, or open an issue on Github. For now, it's fixed Thanks! I'll remember that next time (hopefully)! Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted March 19, 2018 Share Posted March 19, 2018 (edited) I don't usually post twice but no one even acknowledged my last I'm getting a game breaking bug with Editor Extension in 1.4 that I'm assuming is tied to click-through blocker. If I add or remove a custom angle snap, the editor locks up upon closing the window via either "save" or "close", and the only way to fix this is rebooting the game. I don't know if this is a known bug or not, and seeing as people should only run into it once or twice while the set up angle snaps for the first time it probably isn't that important to address. I thought I ought to let you know though. It happens in a stock game + Editor Extensions + Click-through. Edited March 19, 2018 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 19, 2018 Author Share Posted March 19, 2018 4 hours ago, Avera9eJoe said: I don't usually post twice but no one even acknowledged my last I'm getting a game breaking bug with Editor Extension in 1.4 that I'm assuming is tied to click-through blocker. If I add or remove a custom angle snap, the editor locks up upon closing the window via either "save" or "close", and the only way to fix this is rebooting the game. I don't know if this is a known bug or not, and seeing as people should only run into it once or twice while the set up angle snaps for the first time it probably isn't that important to address. I thought I ought to let you know though. It happens in a stock game + Editor Extensions + Click-through. Update the Click-through blocker and the toolbarcontroller. If it happens again, send me a log file Quote Link to comment Share on other sites More sharing options...
LightBender Posted March 20, 2018 Share Posted March 20, 2018 Hey does anyone have the problem of the symmetry tool not working? Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted March 20, 2018 Share Posted March 20, 2018 The display for the symmetry and the snap are definitely not working. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 20, 2018 Author Share Posted March 20, 2018 (edited) 11 hours ago, LightBender said: Hey does anyone have the problem of the symmetry tool not working? That's not helpful. It works for me, so I need more info, and a log file 31 minutes ago, TheKurgan said: The display for the symmetry and the snap are definitely not working. For both of you, it sounds like you are missing one or both of the new dependency dependencies. I can't say any more without log files Edited March 20, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted March 20, 2018 Share Posted March 20, 2018 8 minutes ago, linuxgurugamer said: For both of you, it sounds like you are missing one or both of the new dependencies. I can't say any more without log files ok, I was missing the click through blocker, but what is the other dependency? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 20, 2018 Author Share Posted March 20, 2018 Just now, TheKurgan said: ok, I was missing the click through blocker, but what is the other dependency? Oh, that's it for now. I may be adding the ToolbarController to it sometime Quote Link to comment Share on other sites More sharing options...
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