Version 2.2 is up, get it
here (
mirror). Still requires
LazyLib.
There are two big changes in this update:
Yes, campaign nebulae are in, and the radar's finally resizable. Allies are also colored differently on the combat radar/battle progress bar.
I apologize for how long this update took. Would it help if I said it was 99% finished over a week ago, I've just been lazy?
No, probably not.Edit: I'll be with family for the rest of today, so if there's a problem with this release
here's the previous one. Merry Christmas, everyone.
Full changelog:
2.2 (December 25, 2015)
=========================
Empty rows in radar CSVs are ignored correctly
Added to radar_settings.json:
- "radarSize", determines the size of the radar as a fraction of the display
height, defaults to 0.2 or 20% display height. Keep in mind that the radar
adds 10% of its diameter as padding to the side/below.
- "allyColor", the color of teammates in battle
Increased default "maxShown" settings due to optimizations to sprite rendering
Added getAlliedContactColor() to CommonRadar interface
Added isPointOnRadar() to CommonRadar interface
Added ReloadRadar console command (only if Console Commands mod is enabled)
Battle progress renderer changes:
- Allies have their own section of the bar
Combat ship renderer changes:
- Allied ships have their own color
New campaign renderer: NebulaRenderer
- Handles nebula and deep hyperspace, does not show hyperspace storms yet
New optional renderer: MemoryUsageRenderer
- Appears to the left of the radar in both campaign and combat
- White portion of bar is fraction used of max allocatable memory
- Gray portion of bar is fraction allocated of max allocatable memory
- Shows heap memory on left, non-heap memory on right
(heap is the value most users will want to keep an eye on)
- Disabled by default, enable in the relevant CSVs in data/config/radar
New utility class: SpriteBatch
- Aids in efficiently drawing a sprite many times in a row
Miscellaneous optimizations and improvements