Releases: gotmachine/UpgradesUIExtensions
Releases · gotmachine/UpgradesUIExtensions
V1.5 for KSP 1.2.2
V1.4 for KSP 1.2.2
Changes
- Refactored a lot of things
- Re-fixed nullref on creating the upgraded parts prefab (thanks @oort for the perfect bug report)
- Removed mini-AVC dll, KSP-AVC is still supported
- Renamed plugin name to "UpgradesGUI"
New feature : upgrades selection
- This allow to customize which upgrades are applied to placed parts in all modes (Career, Science and Sandbox)
- Parts with upgrades now have a clickable "upgrade widget" at the top of the tooltip widget list
- Clicking on the widget show a list of upgrade widgets that can be toggled to enable/disable upgrades for this part
- Upgrades exclusivity/overrides rules and R&D unlock status can't be bypassed (no cheating / unintended usage)
- Vessels with customized upgrades will work perfectly if the plugin is removed, all this is done within the stock upgrade implementation.
V1.4-PRE1 for KSP 1.2.2
WARNING : this is a very little tested version that may have bugs and mess up your game.
New feature : upgrades selection
- This allow to customize which upgrades are applied to placed parts in all modes (Career, Science and Sandbox)
- Parts with upgrades now have a clickable "upgrade widget" at the top of the tooltip widget list
- Clicking on the widget show a list of upgrade widgets that can be toggled to enable/disable upgrades for this part
- Upgrades exclusivity/overrides rules and R&D unlock status can't be bypassed (no cheating / unintended usage)
- Vessels with customized upgrades will work perfectly if the plugin is removed, all this is done within the stock upgrade implementation.
V1.3 for KSP 1.2.2
v1.3 for KSP 1.2.2 - 28/03/2017
- Fixed an issue causing an exception within the GameDatabase, this resolve the issue with toolbar icons disappearance (Thanks @rodger)
- The module widget list in the part tooltip is now sorted alphabetically (this reproduce the stock behaviour)
V1.2 for KSP 1.2.2
Changelog
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The "custom prefabs" parts now try to call OnLoad() on their modules, with the HighLogic.LoadedScene set to LOADING, in an effort to better replicate what happens with the real part prefabs. This fix the issue with Kerbalism custom modules, and may prevent the same kind of error from surfacing in other plugins. Thanks @ShotgunNinja for guidance on what was happening.
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Added some error-checking so if things go wrong, the plugin should fail a bit more gracefully.
V1.1 for KSP 1.2.2
Added KSP-AVC version checking support
Initial release - V1.0 for KSP 1.2.2
First release with UI tweaks