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New boot files don't show up in editor within core PAWs without exiting/re-entering editor #2838
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Not sure if it's a duplicate but it's not exactly a bug - perhaps a feature request? |
While not a bad idea to have some way to force I reload of the boot file lists I would prefer if it was a button some where as apposed to happening every time you touch the GUI as that would cause a massive amount of unnecessary disk activity. And in at least my case I am still on spinning disks for KSP which would mean a slow down in the editor due to the wait. |
I'm trying to find if the API has some sort of hook like "on PAW opened" that I can check into and go "If the PAW in question contains a kOS module then reload the disk directory". But I'm not seeing it if it's there. Perhaps I could just add a button just under the boot file selector labeled "Reread Boot Folder". - click the button when you think the list of options is stale? |
A separate button is fine. Maybe not even in the PAW, but in something that pops up when clicking the kOS menu icon in the toolbar would be perfectly suitable. And probably more appropriate really given the apparent quixotic nature of PAW changes on KSP's end. Via the toolbar icon it would be immune from any changes outside kOS |
I'm re-opening this issue because it turns out it has this problem: While the boot file list is reloaded when you hit the button, that reloading has no effect on kOS parts that you already pulled from the parts bin and attached to the vessel. It only affects new kOS parts you add after that. For the button to truly work fully, it needs to tell any existing kOS PartModules in the scene that the list has changed and they need to re-read it. |
I know this problem is probably pretty low-priority (understandable), but currently, any newly placed CPUs will be aware of new boot files, regardless of if the re-read button is pressed. This means the button effectively does nothing since it doesn't refresh existing CPUs either. I would imagine someone with way longer editor loading times to find a fix to this to be a nice quality-of-life improvement! 😁 |
This bug was previously reported and addressed by the placement of a "re-read boot directory" button in the kOS pop-up in editor. I recall there is one caveat that only new cores placed on the craft will have the new boot files available so to see the new boot files on cores already on the craft you have to delete them and do them again. But at least you don't have to exit and re-enter the editor |
I'm aware, I'm saying that not only do existing CPUs still not get refreshed, but also at some point newly placed CPUs had the latest boot files, regardless of if the re-read button was ever pressed. This means that the only remaining function of the button is no longer necessary, which was just to make a point that the button is basically "dead weight" until it gets fixed. |
My bad, I skimmed and missed. Carry on wayward sons |
In some quick testing on my system the button refreshed the boot file lists of one of the already placed cores. It didn't refresh all of them but it did partly work. |
Interesting. Was the PAW open or closed on the one that worked? |
That's more confusing than if it just didn't work at all :P |
I tried and failed to find a dupe of this but I'd be surprised if it isn't a dupe. Given how messy exiting the editor can be when one has detached subassemblies lying about it would be a big win if when any time the PAW for a core is brought up in the editor and the boot file selector clicked that a check is done for new files in Script/boot and they are added to the available boot file options. I'm not trying to get this in as a last minute add to the upcoming release, timing is coincidental. It is completely understandable that it wouldn't be in the upcoming release if ever
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