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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Originem

Pages: [1] 2 3 ... 25
1
How to get the button input event(trigger after press the button) in CustomDialogDelegate?
And, is there anyway to refresh the whole panel manuelly? It seems there is no "remove" function here.

2
Is there a way to render below all weapons(like decorative weapons)...

3
Fairly sure that the button won't even be clickable when it's not in an intel plugin, as by default tooltips don't process those kinds of events.
... ah, never mind that, you can call setForceProcessInput(true) so they would be.

Hmm - I don't think there's a very easy way. I think the best you could do is check for changes in its isChecked() status since that should change on each click, regardless of what kind of button it is.
Great! that's a easy way for me LOL

4
How to check if Button in tooltipapi is clicked if it's not in an intel plugin?

5
Right, yeah. If you do this for particle effects it can be helpful. Basically, binding a texture has a performance cost - higher for larger textures, too. So if you *can* bind a texture atlas before doing all your drawing, it can help. It helps more if you do a lot of drawing, like for a particle effect. I wouldn't worry about it too much unless you're really drawing a lot of things.
Well, so when the "binding the texture" will happen? I mean, actually starsector would bind all the textures while loading right?

6
In 0.95
The cargo picker still not have a scroll bar...
Could that area not only be text panel but CustomPanelAPI?

BTW, I mentioned that the nebula particles(or others?) seems use something like Tex/4 to locate the Sprite texture(I think that's something like Atlas sheet)
So, If I use sprites like that, combine several images into one image, will there be appearent performance improvement?

7
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 29, 2021, 10:10:49 AM »
BTW, I mentioned that the nebula particles(or others?) seems use something like Tex/4 to locate the Sprite texture(I think that's something like Atlas sheet)
So, If I use sprites like that, combine several images into one image, will there be appearent performance improvement?

8
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 29, 2021, 09:13:36 AM »
The cargo picker still not have a scroll bar...
Could that area not only be text panel but CustomPanelAPI?

9
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 29, 2021, 04:25:56 AM »
how to apply damagedealtlistener if not use afterShipCreation?
I mean, while I was developping UNGP, I use BuffManager, and member.getStats().addListener(), but it seems that it doesn't know apply it correctly

Ah - I'm pretty sure that the listeners in ship stats are only for OP cost modifiers.
Hmmm, so if I want to add damagedealtmodifier, I have to add it to the ShipAPI?
If I want to add it while in combat, would "ship.hasListenerOfClass" cost a lot of performance?

10
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 28, 2021, 12:07:12 AM »
how to apply damagedealtlistener if not use afterShipCreation?
I mean, while I was developping UNGP, I use BuffManager, and member.getStats().addListener(), but it seems that it doesn't know apply it correctly

11
Mods / Re: [0.95a] Unofficial New Game Plus 1.3.0 (2021/3/27)
« on: March 26, 2021, 10:25:10 PM »
updated.

12
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 07:40:17 PM »
Code
	public void reportPlayerNonMarketTransaction(PlayerMarketTransaction transaction, InteractionDialogAPI dialog) {
if (pods == null && dialog != null) {
SectorEntityToken target = dialog.getInteractionTarget();
if (target.getCustomPlugin() instanceof CargoPodsEntityPlugin) {
pods = target;
}
}
processTransaction(transaction, pods);
}
This will throw NPE if the interaction target == null when I use custom dialog and a cargo picker.

13
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 07:23:09 PM »
Oh well still cannot get the Weapon's base range directly...

14
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 07:03:36 PM »
Congratulations!

15
Modding / Re: Chinese Mods Translation Repository and Request Thread
« on: March 09, 2021, 06:32:15 AM »
Wow, Thank you so much for this! And guys who help this topic to get pinned at top!

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