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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Author Topic: [0.97a] ExtendedControls [0.3.5]  (Read 876 times)

Shoey

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[0.97a] ExtendedControls [0.3.5]
« on: September 07, 2024, 06:20:29 AM »

Features
  • Quickly cycle through campaign menu tabs (intel, map, etc) with left/right arrow keys.
  • Interact dialogs can now be navigated with the up/down arrow keys and enter.
  • Hotbar can be navigated and used with the left/right arrow keys and enter.
  • In combat, weapon groups can be cycled through with up/down arrow keys and autofire toggled for the selected group with the right arrow key.
  • Above keys can be customized.
  • At the moment, default key binds for Starsector are needed for hotbar and combat interactions; weapon group 2 set to key 2, hotbar slot 5 set to key 5, etc.
Requirements
  • LunaLib
  • See above about default key binds.
Showcase

Spoiler





[close]
Download

https://github.com/MildlyFootwear/starsector-ExtendedControls/releases/

Changelog

Spoiler
0.3.5
  • Mild update to handling of dialogs with more than 9 interactions, mostly to not spam log.
0.3.4
  • Removed "not in hyperspace" requirement for swapping tabs in the map.
  • Updated skip empty option to not skip weapons with regenerating ammo.
  • Updated core UI navigation to have an indicator and a confirmation button.
0.3.3
  • Added rudimentary navigation for core UI fleet sub tabs.
  • Changed core UI navigation back to using key binds instead of direct commands to improve compatibility with certain other mods.
0.3.2
  • Hotbar selection scrolls when held.
  • Added check for when the interaction option panel has more than 9 options.
  • Added options to adjust the panel scrolling through the Campaign UI tabs under the Debug tab of Luna Mod Settings; you can set the cap in Command to 6 so you can scroll to the newly added Research tab for AotD, for example.
0.3.1
  • Patched scrolling down weapon group list to not skip all the way to the end when skipping empty groups is enabled.
0.3.0
  • Added controls to scroll through the "sub tabs" of Cargo, Intel, Map, and Command.
  • Added option for combat weapon group scrolling to skip groups that have no ammo.
0.2.1
  • Interaction controls will now reset if combat is initiated, notably going back to selecting 1.
  • Controls will now be disabled if UI is hidden.
  • Added option to make interaction and hotbar selections wrap around when reaching either end.
0.2.0
  • Combat controls will no longer send a command to swap to weapon group 1 when combat starts.
  • Hotbar indicators have been shrunk by 1/3rd in both dimensions.
  • Interaction indicator will now be hidden when the mouse is moved over 20 pixels.
  • Added pause/unpause on hotbar controls and related settings to configuration menu.
  • Various debug printout updates and source code updates.
0.1.1
  • Updated Hotbar indicator rendering to be sure it renders above the hotbar after a menu is opened (seemingly vanilla UI bug).
  • Updated combat controls to not cancel when shift is being held down.
0.1.0
  • Release
[close]

To-do

Features I'll maybe, hopefully, get to at some point in the vague future.
  • Further usage schemes for cargo, refit, intel, map, etc menus.
  • Support for custom weapon group/hotbar keybinds.

Credits

Lukas04, AtlanticAccent, and Kaysaar have all been very helpful as I'm (re)learning Java and Kotlin. Kudos to them.
« Last Edit: December 28, 2024, 03:17:40 PM by Shoey »
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AtlanticAccent

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Re: [0.97a] ExtendedControls [0.1.0]
« Reply #1 on: September 07, 2024, 06:35:24 AM »

Congratulations on releasing this! Excited for this and whatever you come up with next!
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