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Version 1.4.3

MagicSubsystems

  • Fixed accidental breaking change in MagicSubsystems 1.4.2. Caused a crash in KoL. Reported by persocom01.

Version 1.4.2

MagicPaintjobs

  • Fixed all possible paintjobs being shown as applied on the hullmod (reported by NITEGHXST).

MagicBounty

  • Fixed bounty board job cell all grey when portrait is invalid (reported by mrmagolor, others).

Misc

  • Moved PIDController from org.magiclib.subsystems.drones to org.magiclib.util (non-breaking change, old one is marked deprecated).

Version 1.4.1

MagicSubsystems

  • UI is no longer shown if all subsystems were removed during combat (President Matt Damon).
  • Distortion no longer affects subsystem text (President Matt Damon)
  • Info text now scales based on screen size and fades in/out (President Matt Damon).

MagicPaintjobs

  • Paintjobs popup is four wide instead of two (reported by NITEGHXST).

MagicAchievements

  • Memory is now saved during combat as well, which fixes the Revisionist achievement (reported by Fuzzatron)

Version 1.4.0

New: MagicSubsystems

  • tldr; Combat Activators + CMUtils.
  • Add additional "ship systems" to ships, each triggered with a hotkey.
  • Add drones with formations and charges.
  • All displayed in a vanilla-like UI.
  • Contributed by President Matt Damon. UI code contributed by tomatopaste.
  • See examples in org.magiclib.subsystems.examples.
  • See MagicLib README.md for migration guide from Combat Activators.

Version 1.3.11

MagicBounty

  • Fixed a crash when a bounty has no flagship (reported by Dostya).

MagicPaintjobs

  • Fixed paintjobs duplicating in the selector every save load (reported by Galaga Galaxian).

Version 1.3.10

MagicBounty

  • Fixes Bounty Board to respect mb_distance flags (contributed by President Matt Damon).

MagicAchievements

  • Added completeAchievement methods to MagicAchievementManager (before, you needed an instance of MagicAchievement to complete one).

MagicPaintjobs

  • Fixed automatically unlocked paintjobs not being automatically unlocked (reported by Galaga Galaxian).
  • No longer loads paintjobs for ships that don't exist (e.g. from a mod that's not installed).
  • Cleaned up some logging that reported an error on first run and added pj ids to pjs that fail to load.

Version 1.3.9

  • Quick 0.97a update (mod_info.json change)
  • Changed a few instances of logging to "warn" instead of "error" in order to be less alarming.

Version 1.3.8

MagicCampaign

  • Fixed 5 year old crash: MagicCampaignTrailPlugin sometimes crashed with ConcurrentModificationException if player moved between hyperspace and regular space (reported by Xaiier).
  • Added MagicCampaign.createDerelict overload that lets you mark a derelict as unrecoverable.

MagicUI

  • Fade interpolation fix (contributed by Starficz).

MagicAchievements

  • Made it clearer when a crash is from using devmode.
  • Fixed achievement advance methods running when achievements are disabled.

MagicBounty

  • Fixed occasional crash when filtering a bounty (reported by laf223).

Version 1.3.7

MagicBounty

  • May no longer re-Accept already-Completed bounties. Sorry.
  • Intel fixes.
    • May now mark unimportant (reported by MuleDriver).
    • No longer always new (reported by MuleDriver).
    • Shouldn't show up if there are no bounties loaded (reported by MuleDriver).
    • Potentially fixes issues if MagicBounty is disabled.

MagicAchievements

  • Fixed another Linux-only crash when viewing intel (reported by Brainwright).

MagicPaintjobs

  • Cleaned up "select ship" popup (centered text, fixed cell placement, shows current paintjob).

MagicCampaign

  • Fixed MagicCampaignTrailPlugin not working (reported by Xaiier and maybe others, sorry).

MagicAutoTrails

  • Trails no longer disappear after piercing (e.g. Plasma Cannon trail with Trailer Moments) (reported by Nia).

Version 1.3.6

MagicBounty

  • Fixed rare crash if bounty was null (reported by Arthur_The_Ok).
  • Fixed "Accept this job" sometimes not updating its text after accepting.

MagicAchievements

  • Fixed Linux-only crash when viewing intel (reported by Brainwright).

Version 1.3.5

MagicPaintjobs

  • Added a notification when a paintjob is unlocked.
    • Actually, this was meant to be in 1.3.0, but somehow I deleted the code without realizing.
  • Paintjobs now apply to baseHullId instead of hullId.
    • So, both wolf and wolf_d will share paintjobs.
  • In magic_paintjobs.csv, the hull_id column has been replaced with hull_ids.
    • This change is backwards-compatible. No need to update your csv.
    • hull_ids is comma-separated. A single paintjob may now apply to multiple hulls.
  • Added ShipKillsAchievement as an abstract class to easily make "Kill X ships using a <ship>" achievements.
  • Various UI fixes.

Version 1.3.4

MagicBounty

  • Accepted bounties are now always displayed on the Board, even when out of range of the bounty giver.

MagicPaintjobs

  • The Paintjob hullmod no longer shows up as installable.
  • Fixed crash from ConcurrentModificationException (reported by Meelock)

Version 1.3.3 Other

  • Fixed unintentional dependency on LunaLib.

MagicPaintjobs

  • Paintjobs are now built-in hullmods. This prevents changing variants from unapplying them.
  • Paintjobs images are no longer preloaded into VRAM, which unintentionally caused VRAM use when the feature was disabled.
  • <redacted> paintjobs now indicate that they cannot be changed.

Version 1.3.2 MagicBounty

  • Fixed a crash when accepting "apocrita_belcher" bounty (reported by rosnok).

Version 1.3.1 MagicBounty

  • Fixed a crash on load ("No enum constant", reported by timediver0)

Version 1.3.0

MagicAchievements

  • New feature! Cross-save achievements framework that any mod may add to.
  • 20+ achievements available in a separate mod, Magic Achievements: Vanilla Pack.
  • May be disabled using LunaLib's settings menu.
  • Achievements work similarly to Steam's; once unlocked, they are unlocked forever and across all saves.
    • Nexerelin's Milestones, in contrast, are per-save.
  • Find them under your Intel under Personal.

MagicPaintjobs

  • New feature! Cross-save paintjobs (ship skins) framework that any mod may add to.
  • Useful as rewards for achievements! Or for any other reason.
  • Mods may add paintjobs, which will be locked by default. The modder chooses when/how to unlock them.
  • Caution: because Starsector preloads almost everything, paintjobs in a mod will be loaded into VRAM even if they aren't applied.

MagicBounty

  • New feature! Intel Board
  • Displays all bounties (if you meet the conditions) within 10LY of your location.
  • You no longer need to travel to a location to accept a bounty.
  • Removed MagicBounty default time limits (there will only be a time limit if the bounty maker added one).
  • Contributed by President Matt Damon. Thank you!
  • Fixed a potential crash after resetting a bounty via console command (reported by mrmagolor).

CombatGUI

  • Properly released to everybody!
  • Breaking changes from the Discord-only 1.2.0 version to add MagicCombat to the class names.
    • I don't believe anybody was using this, but I'll release a backwards-compat patch if someone asks me to.

Other

  • Added MagicTxt.ellipsizeStringAfterLength(String str, int length).
  • Added some more logging when checking if items can be installed in industries (reported by MnHebi).
  • Added MagicRefreshableBaseIntelPlugin, which adds a method to refresh Intel's center panel. Used by MagicPaintjobs.

Version 1.2.1 (discord-only)

MagicBounty

  • Text now supports all vanilla variables (requested by CivilYoshi).

Version 1.2.0 (discord-only)

CombatGUI

  • New feature! Contributed by @Jannes/DesperatePeter!

MagicBounty

  • Bounty fleets are no longer aggressive toward non-player fleets. They should no longer attack each other (reported by Avanitia).
  • Days elapsed calculation was incorrect; the day of the month was used rather than days since game start during the first cycle.
    • Bounties that show up after a certain number of days will now do so correctly.

Version 1.1.3

MagicBounty

  • Fixed "location_entitiesID" never working (reported by vicegrip).
  • Fixed "trigger_memKeys_any" never working (reported by vicegrip).

Version 1.1.2

Effects

  • Fixed some effects being rendered twice (if they were added from csv, both new and backward-compat code loaded them) (reported by Nia).

MagicBounty

  • Added two new text variables for use (requested by Nia), and changed $faction to $targetFaction (backwards-compatible):
    • $targetFaction The name of the faction (with article) of the bounty fleet.
    • $givingFaction The name of the faction (with article) that's giving the bounty.
    • $rewardFaction The name of the faction (with article) that's giving the bounty reward (typically same as givingFaction).

Version 1.1.1

Effects

  • Fixed none of the effects working on pre-MagicLib-1.0.0 mods.

MagicBounty

  • Fixed pre/post bounty scripts not running.

Version 1.1.0

Other

  • Added backwards-compatibility for pre-MagicLib-1.0.0 mods.
    • Translation: most older mods should now work with this version of MagicLib.
    • Except for mods that depend on MagicBounty. Adding bounties via json is fine; code dependencies need to be updated.

Version 1.0.1

MagicCampaign

  • Fixed a crash on new game (caused by trying to set fleet min fp to the player fleet, which didn't exist yet).

Version 1.0.0

Other

MagicBounty

  • Fixed intel showing # ships changing each time it's viewed (reported by Selkie).
  • \n now creates new paragraphs consistently (reported by vicegrip).
  • Added methods to MagicBountyCoordinator to set global scalars for MagicBounty rewards.
  • BREAKING: Renamed MagicBountyData to MagicBountyDataLoader.
  • BREAKING: Renamed bountyData to BountySpec.

MagicCampaign

  • BREAKING: Removed createFleet method. Use createFleetBuilder instead.
  • BREAKING: Removed createCaptain method. Use createCaptainBuilder instead.
  • BREAKING: Removed createJumpPoint method. Use addJumpPoint instead.
  • BREAKING: Removed an overload of addCustomPerson method. Use new addCustomPerson instead.

MagicAnim

  • BREAKING: Removed AS. Use arbitrarySmooth instead.
  • BREAKING: Removed range. Use offsetToRange instead.
  • BREAKING: Removed offset. Use normalizeRange instead.
  • BREAKING: Removed SO. Use smoothNormalizeRange instead.
  • BREAKING: Removed RSO. Use smoothReturnNormalizeRange instead.

MagicTrailPlugin

  • BREAKING: Removed some deprecated methods.
  • BREAKING: Lowercased some method names to match Java conventions.

MagicRender

  • BREAKING: Removed some deprecated method overloads: battlespace, objectspace, screenspace.

For mod authors

Paths to replace:

import data.scripts.Magic -> import org.magiclib.Magic
import data.scripts.util.Magic -> import org.magiclib.util.Magic
import data.scripts.terrain.Magic-> import org.magiclib.terrain.Magic
import data.scripts.ai.Magic-> import org.magiclib.ai.Magic
import data.scripts.bounty.Magic-> import org.magiclib.bounty.Magic
import data.scripts.campaign.Magic-> import org.magiclib.campaign.Magic
import data.scripts.hullmods.Magic-> import org.magiclib.hullmods.Magic
import data.scripts.plugins.Magic-> import org.magiclib.plugins.Magic
import data.scripts.weapons.Magic-> import org.magiclib.weapons.Magic

createFleet and createCaptain templates:

// Long createFleet method
MagicCampaign.createFleetBuilder()
        .setFleetName()
        .setFleetFaction()
        .setFleetType()
        .setFlagshipName()
        .setFlagshipVariant()
        .setFlagshipAlwaysRecoverable()
        .setFlagshipAutofit()
        .setCaptain()
        .setSupportFleet()
        .setSupportAutofit()
        .setMinFP()
        .setReinforcementFaction()
        .setQualityOverride()
        .setSpawnLocation()
        .setAssignment()
        .setAssignmentTarget()
        .setIsImportant()
        .setTransponderOn()
        .setVariantsPath()
        .create();

// Shorter createFleet method
MagicCampaign.createFleetBuilder()
        .setFleetName()
        .setFleetFaction()
        .setFleetType()
        .setFlagshipName()
        .setFlagshipVariant()
        .setCaptain()
        .setSupportFleet()
        .setMinFP()
        .setReinforcementFaction()
        .setQualityOverride()
        .setSpawnLocation()
        .setAssignment()
        .setAssignmentTarget()
        .setIsImportant()
        .setTransponderOn()
        .create();

// createCaptain
MagicCampaign.createCaptainBuilder()
        .setIsAI()
        .setAICoreType()
        .setFirstName()
        .setLastName()
        .setPortraitId()
        .setGender()
        .setFactionId()
        .setRankId()
        .setPostId()
        .setPersonality()
        .setLevel()
        .setEliteSkillsOverride()
        .setSkillPreference()
        .setSkillLevels()
        .create();

Version 0.46.1

Other

  • Added HMI themes to blacklist so that they are considered "already occupied".
  • Reduced some logspam with devmode on (error -> info/warn). MagicCampaign
  • Added createCaptainBuilder as a replacement to createCaptain (non-breaking change). MagicBounty
  • Added fleet_musicSetId for custom bounty battle music (suggested/contributed to by NiaTahl).
    • See data/config/magicBounty_data_example.json for usage.
  • Renamed fleet_flagship_recoverable to fleet_flagship_alwaysRecoverable (backwards compatible).
  • List Requirements command now shows trigger_memKeys_none.
  • Fixed Tags.VARIANT_ALWAYS_RECOVERABLE not being added to the flagship when fleet_flagship_alwaysRecoverable is true.
  • vanilla and vanillaDistance target distance options now point to the constellation in the bar event (suggested by Avanitia).
  • Comms replies now support highlights (same syntax, wrap with ==) (suggested by raycrasher). Kotlin
  • Added prepareShipForRecovery extension.

Version 0.46.0 - (the first Wisp release 🤞)

Other

  • Changed MagicLib's mod_info.json version format to the major/minor/patch object format instead of just a string.
    • Mod authors: I recommend changing to "version": {"major":0, "minor":46, "patch":0} in your dependencies section, as it fixes MagicLib updates showing as incompatible when only the minor version changes.

New: Kotlin Extensions

  • Added a new jar, MagicLib-Kotlin.jar, containing Kotlin-only extension methods.
    • To use, include the jar in your Kotlin-using project. There is no point for Java-only projects.

MagicAsteroids

  • No longer added to the save file.
  • Fixes a bug causing asteroid impacts to stop happening.

MagicBounty

  • job_reputation_reward may now be negative. Failing a bounty with a negative rep reward will result in 0 rep change.
  • HVBs no longer have a time limit of 1 cycle (they have no time limit in Vayra's Sector).
  • job_show_distance has a new option, system. "The target is located in the system."
  • MagicLib_ListBounties is now sorted alphabetically.
  • MagicLib_ListBounties <bountyKey> now displays details for that bounty.
  • Fixed bug reading HVBs where neverSpawnWhenFactionHostile used target faction instead of posting faction.
  • Fixed bug in MagicList_ResetBounty where the bounty wasn't reset if the Intel hadn't yet expired.
  • Fixed bug where resetting and re-accepting bounties with a typo in the faction caused a crash (typo wasn't corrected second time).
  • Fixed fleet_no_retreat allowing individual ships to retreat.
  • Fixed job_show_arrow only displaying if job_show_distance was set to exact. Points to system or constellation depending on job_show_distance.
  • Fixed a bounty offer showing the exact system if job_show_distance was vanilla or vanilla_distance. No longer shows map when offering bounty (can't point to constellation there).

MagicCampaign

  • Added org.magiclib.campaign.MagicFleetBuilder, a new, more configurable way to build a fleet.
  • Added default values for all parameters in createFleet.

MagicTrail

  • Fixed campaign trails (by President Matt Damon).

MagicUI

  • Added overloads for manually positioning status and system bar (by President Matt Damon and Timid).
  • Fixed dual system ships having overlap with custom status bar (by President Matt Damon and Timid).

Version 0.45.2

  • MagicBounties:
    • Fixed accidentally-introduced backwards incompatibility.

Version 0.45.1

  • MagicAsteroid plugins updated for SafariJohn
  • MagicCampaign/MagicBounty:
    • Finding target objects now supports defaulting to any system if requested themes could not be found.

Version 0.44.1

  • Added MagicAsteroid plugins to restore functionalities related to asteroids that have been removed in the vanilla game (by SafariJohn)

  • MagicIncompatibleHullmod:

    • Now handles hullmods with scripted incompatibilities that have been S-modded by removing the incompatible hullmod added instead of itself. (Thanks to Timid)
  • MagicCampaign:

    • createFleet now handles fleets that have a spawn location but no assignment target.
  • MagicBounty:

    • Hopefully fixed the log spam after a bounty expired.

Version 0.43.1

  • [RC3] fixed a typo that prevented hvb's from showing up after loading a save.

  • MagicBounties:

    • Fixed an issue with HVBs memkeys improperly set for trigger requirements,
    • Probably fixed the intel spam when ending some bounties (please report it to me immediately if it still occurs after the patch!),
    • Fixed some memkeys requirements not evaluated properly when combined together,
    • Weapons and hullmods can be offered as extra rewards,
    • Extra rewards are no longer given for bounties failed through flagship recovery.
  • MagicVariables:

    • Changed the way they are pulled to ensure a proper evaluation beforehand.
  • MagicRender:

    • Fixed issue where objectspace sprite jittering was not applied correctly.

MagicIndustryItemWrangler:

  • Code cleanup.

Version 0.42

  • [RC6] Fixed an issue with time threshold evaluation for bounties (that one is on Alex' undocumented API!)

  • [RC5] Fixed a crash occurring when bounties have a smaller reinforcement size than their preset size.

  • [RC3] Fixed a very stupid mistake that let MagicBounty detect invalid bounties, but not properly remove them.

  • MagicBounties:

    • Added [fleet_no_retreat] boolean parameter.
    • Finally bit the bullet and added a thorough bounty validation on game load. This should solve pretty much all issues remaining with invalid bounties.
    • Dev-mode log will precisely indicate why bounties can't be loaded so that bounty writers can quickly fix them.
    • Fixed various triggers not being evaluated properly when combined with each-other.
    • Added the console command [MagicBounty_ListRequirements] to check where and when you are able to see the bounties.
    • Dismissed bounty are now properly cleaned up.
    • Completed bounties are properly cleaned up.
    • [MagicLib_ResetBounty] console command now works properly.
  • MagicCampaign:

    • Fixed an issue when generating captains with custom skill sets that prevented all skills from being assigned.

Version 0.41

[RC2]

  • MagicBounties:

    • Further work on properly converting HVBs.
    • Fixed overzealous "invalid" bounty checker.
    • Improved difficulty rating.
    • Fixed some errors related to incorrect fleet and reward scaling.
    • More informative logs in dev mode to see what is going on while writing bounties.
  • MagicCampaign:

    • Fixed the fleet quality thing that I broke when I tried to make it toggleable on the flagship/escort, that I repaired in 0.40 but was messing up the Flagship/escort loadouts, that never worked before... It's been a journey.
  • Added MagicIndustryItemWrangler:

    • Courtesy of Wyvern.
    • Allows mods to define "rating" for their items that can be mounted in the same industries as other items.
    • When an item with higher priority is sold at a public market, the AI will replace the existing one in its industry.
    • Works on both vanilla and modded industries.
    • Items priority is defined in modSettings.json
  • MagicBounties:

    • MagicBounties no longer requires a modSettings.json entry.
    • WARNING: HOW BOUNTIES DEFINE MOD REQUIREMENTS HAS BEEN CHANGED! PLEASE REFER TO THE EMPTY BOUNTY FILES IN THE MOD TO ADD THE NEW MOD REQUIREMENT PARAMETER.
    • Removed Bounties Expanded hvb check.
    • Added parameters to magicBounty_data to force the autofitter on the flagship/preset ships.
    • Variables should now properly get replaced in the conclusion intel.
    • Fixed another source of crashes from HVB conversions.
    • Accepted bounties are now placed in the "MISSION" intel tab rather than bounties.
    • Added another blacklist tag to prevent having bounties in Blackhole or Pulsar systems.
  • MagicCampaign:

    • Fixed an issue with the quality setting that was modifying the Flagship and Preset ships loadouts to fit its value,
    • Flagship and escort ships now keep their original variants unless the autofitter is specifically allowed to alter them.

Version 0.4

[RC3]

  • MagicCampaign.placeOnStableOrbit(): Fixed not one but two effing stupid mistakes! Affected both the Diable Avionics unique ships and the Plague-Bearer ones.
  • MagicBounty HVBs: improved the validation check so that it does not freak out on empty fields.

[RC2]

  • MagicCampaign.spawnFleet(): Patrol assignment should now be properly respected. (also affects MagicBounty ROAMING assignment)

  • MagicBounty HVBs: Added many checks to prevent invalid bounties from being offered.

  • MagicBounty bar event: added map direction like vanilla missions, modified the difficulty description to be more accurate.

  • MagicBounty: Fixed several sources of crashes, added more fail-safes to prevent hard crashes in case of mistakes present in the bounty definition.

  • Added MagicBounty framework, a highly customizable yet easy to implement system to add unique story-driven bounties to a board present in bars.

  • Huge thanks to Wisp that did the bulk of the work, to Schaf-Unschaf and Rubi for their contributions.

  • Added a merged "occupied" system themes list to MagicSetting, for finding suitable places where to spawn exploration content. Currently adds all the Remnant tags, Blade-Breaker, OCI and Plague-Bearer tags.

  • MagicRender: Fixed issue where sprite flickering was applied incorrectly.

  • MagicLensFlare: Now uses the "visual only" API.

  • MagicSettings: Improved error messages with the lines where the issue is if possible.

  • MagicTargeting: Added the option to exclude flares from missile picks.

  • MagicCampaign: Many small improvement to the logic of nearly all functions. Better checks for suitable systems, more coherent fleet spawning, Fleet quality is now a thing, made a lot of parameter nullable for procgen filler...

  • MagicUI: the widgets texts can be null to be ignored, same for numbers if they are negative.

Version 0.34

  • MagicRender: Singleframe render is now maintained while the game is paused

  • Magic UI: Should be displayed sharp at 100% UI scaling

  • MagicTrail:

    • Now properly supports texture scrolling whether the source is moving or not.
    • Now supports one-time random texture offsets.
    • Now supports per-segment texture offsets.
    • MagicTrail.csv updated with a random trail offset boolean.
    • Big thanks to Originem for fixing the scrolling issue as well as doing a massive optimization work, and making these new features possible.
  • MagicLensFlare: createSmoothFlare() temporarily deprecated due to changes in 0.95 breaking them.

  • Added some test plugin to add depth to combat nebulae. Disabled by default due to its jankyness, but can be enabled in the settings if you so desire.

Version 0.33

  • MagicUI: Should work with UI scalling now
  • MagicCampaign:
  • Fixed AI-core captains crashing the game upon looting their fleet,
  • Deprecated the old captain declaration that still works for human officers
  • Added support for 0.95 automatic levels and skills.

Version 0.32

  • Basic 0.95 compatibility update
  • MagicUI is probably broken to hell and back due to the UI scaling, gotta fix that soon

Version 0.31

  • Added MagicCampaign:

    • A collection of methods that are handy to create systems and spawn stuff in them.
    • Also includes a method to create custom bounty-type fleets and give them simple orders.
  • Consolidated a lot of methods with incrementally more detailed declaration variable into fewer ones, the old methods are still available to maintain compatibility but are now tagged as deprecated and will be removed in a future update.

Version 0.30

  • Added MagicSettings:

    • A collections of methods to easily read variables and lists from a shared modSettings.json file.
    • It is intended to create a unified settings system across mods to make inter-mod integration much easier.
    • Produces helpful error messages when failing, as well as a detailed log when in dev-mode.
  • MagicRender:

    • Now supports sprite flickering and jittering.
  • MagicTrails:

    • Added "base_trail_contrail" to default available trails.
    • Added compensation attribute to MagicAutoTrails to fix offset following projectiles with fast lateral drift. (courtesy of TomatoPaste)
    • Added a non-verbose implementation of MagicAutoTrails used when not in dev Mode.
  • MagicVectorThrusters:

    • Probably fixed a long standing rotation error with the vectoring thruster script
    • Added support for vector thruster covers (non animated thrusters will only turn).
  • MagicInterferencePlugin:

    • Fixed minor error in the Interference hullmod tooltip.
    • Added a non-verbose implementation used when not in dev Mode.

Version 0.29

  • Added MagicInterferencePlugin

    • Makes exceptionally strong weapons with the "Interference" trait have negative effects when more that one is mounted on a given ship.
    • Those weapons need to trigger the plugin to check for possible other interference sources from a CSV file.
    • If other sources are found, it will add a hullmod that reduced the ship's dissipation depending on the number of interfering weapons and their interference strength.
  • Added MagicBasicInterferenceEffec loose weapon script to trigger an interference check.

  • Added MagicIncompatibleHullmods

    • Proposes a uniform "incompatible hullmod" solution.
    • When triggered as two incompatible hullmods are added, it will remove the offending hullmod and add a hullmod to warn the player about that operation.
    • The added hullmod's tooltip will indicate which hullmod was removed and why.
  • Added MagicModuleRetreatCleaner

    • Fixes the bug with retreating ships with modules preventing the combat from ending.
  • MagicRender:

    • Added optional blending modes to the sprite renders.
  • MagicUI:

    • Fixed crash when used the first frame in combat.

Version 0.28

  • Added MagicGuidedProjectileScript loose weapon script

  • MagicAnim:

    • Added cycle(float x, float min, float max)

Version 0.27

  • MagicRender:

    • Fixed screencheck culling being overly aggressive.
  • MagicTrail:

    • Fixed case issue for Linux players.

Version 0.26

  • MagicTrail:

    • Now supports render order overrides.
  • MagicRender:

    • Now supports render order overrides.
  • MagicTrail CSV plugin:

    • Added renderBelowExplosion boolean to automatically render the trail under the FX layer

Version 0.25

RC2

  • MagicTrail CSV plugin:

    • Finally NAILED THAT FRICKING BUG WITH RON'S EDITOR CORRUPTING THE FILES!
    • (and also future proofed the CSV read process, thanks Kitta Khan for the help)
  • MagicTrail CSV plugin:

    • Added a bunch of default textures.
    • Fixed trail duplication bug on save reload from a battle.
    • Fixed trail_data corruption using Ron's editor
  • MagicFakeBeam:

    • Added spawnAdvancedFakeBeam that can use custom vanilla-like textures.

Version 0.24

  • MagicTrail CSV plugin:

    • Added a velocity randomization parameter.
  • MagicTargeting:

    • Fixed issue with random missile targeting only working in the front of the source ship.

Version 0.23

RC3

  • MagicTrail CSV plugin:

    • Fixed issue with multiple trails getting weird offsets
    • Added second dispersion method to create non-linear offsets
  • Added CSV-based projectile trail manager. (see data/trails/trail_data.csv)

  • MagicTrails:

    • Now uses an alternate rendering method which should fix a variety of issues
    • The old render version is available under "specialOptions", as the bool "FORWARD_PROPAGATION" (default false)
  • MagicUI:

    • Added two new methods to display full fat status bar in the UI and the player ship hud widget.
  • MagicRender:

    • Fixed issue with sprite attached to fading projectiles.

Version 0.22

  • MagicTargeting:

    • Missile targeting now ignores missiles without collisions
  • All scripts now use simplified PI from LazyLib.

Version 0.20

  • Compiled for Starsector 0.9.0a

CONTENT:

  • MagicTrail (by Nicke)
    • Draws missile-like trails from arbitrary coordinates with a ton of fancy options to play with.

Version 0.12

CONTENT:

  • MagicUI (from Dark.Revenant)

    • Draws a small UI bar/tick box near the ship system for custom dual-system charge-bar
  • MagicMissileAI (loose script)

    • Fast and easily customizable missile AI

BUGFIXES/IMPROVEMENTS:

  • MagicTargeting
    • Added a superior simpler function for targeting from both missile and ships, with fallback target option.

Version 0.10

CONTENT:

  • MagicAnim

    • A collection of functions to make smooth animations.
  • MagicFakeBeam

    • Creates convincing ponctual beams from arbitrary coordinates.
  • MagicLensFlare

    • Creates "cinematic" lensflares.
  • MagicRender

    • Draw arbitrary sprites on screen with constraints to entities/camera when needed. (aka "SpriteRenderManager")
      • Also has a screencheck function
  • MagicTargeting

    • Allows "smart" target selection for systems and missiles within distance and search cone parameters, plus it can use ship-class preferences.
  • MagicVectorThruster (loose script)

    • Manages vectoring or vernier-style attitude thrusters.