Releases: aussig/BGS-Tally
Releases · aussig/BGS-Tally
5.4.0-b2
Warning
BETA RELEASE - MAY HAVE BUGS - ONLY USE IF YOU ARE HAPPY TESTING PRE-RELEASE VERSIONS
Changes from b1
New Features:
- Updates to support CMDR SweetJonnySauce's new EDMCModernOverlay plugin, with backward compatability for the legacy EDMCOverlay and edmcoverlay2 plugins for the moment, which are no longer maintained. From the next major release (v6) EDMCModernOverlay will be the only overlay plugin supported by BGS-Tally.
- Plugin is now compatible with the new EDMC Plugin Registry.
Bug Fixes:
- Corrected erroneous listing of materials as buying in the fleetcarrier
- Corrected too small price width for materials in discord post
- Corrected trading header in discord post
- Addressed a timing runtime if you close the markets frame during a request
- Replaced colonisation icons with images for better cross-platform compatibility
- Fixed bug where fleetcarrier data was being sent to RC when it shouldn't
- Fixed runtime with fleetcarrier jumptime deltas
- Fixed autopost failure after new tick fetched
- Fixed bugs with tracking locker/bartender materials trading
- Fixed bug where colonisation tabbar would not show if there were no systems (introduced by recent performance improvements)
5.4.0-b1
Warning
BETA RELEASE - MAY HAVE BUGS - ONLY USE IF YOU ARE HAPPY TESTING PRE-RELEASE VERSIONS
Changes from a2
New Features:
- Added the option to have the progress commodities window be fixed size and scrollable.
Bug Fixes:
- Fixed transparent theme colors
- Updated colors properly when theme changes
- Added some more carrier cargo sanity checks
- Fixed a runtime when deleting a system
- Fixed a problem with activity window tabs not displaying correctly in Fedora Linux
5.4.0-a2
Warning
ALPHA RELEASE - MAY HAVE BUGS - ONLY USE IF YOU ARE HAPPY TESTING PRE-RELEASE VERSIONS
Changes from a1
New Features:
- Added ability to create and track a Spansh Fleetcarrier route
- Added settings option to completely disable Colonisation features
- Added carrier fuel update
- Added support for Raven Colonial nicknames and notes as BGST already had both
- Added support for Raven Colonial Open/Locked state
Changes:
- Reduced Raven Colonial requests on startup
- Sped up colonisation window display
Bug Fixes:
- Fixed parameter change in Raven Colonial markets endpoint
- Fixed a runtime when body data is incomplete
- Removed vestigial separator in popup menu
- Reworked carrier cargo tracking
- Improved itinerary tracking
- Further improved build site fuzzy matching
- Updated the base material requirements to match Frontier's latest
- Fixed exception being thrown if current system has not yet been set.
- Fixed Combat Bond tracking for non-Odyssey game client.
- Fixed failure to send
MarketBuyandMarketSellevents via Events API when the commodity can't be found in the current market data.
5.3.2
5.4.0-a1
Warning
ALPHA RELEASE - MAY HAVE BUGS - ONLY USE IF YOU ARE HAPPY TESTING PRE-RELEASE VERSIONS
New Features:
- Fully reworked fleet carrier window with improved tracking and much more detail and four tabs:
- Summary shows overview of carrier status
- Cargo shows cargo including market data
- Locker shows materials including market data
- Itinerary shows recent and scheduled jumps
- Shipyard shows all the ships docked on your carrier
- Added polling of Raven Colonial project progress
- Added popup menu for progress options
- More improvements to project/build matching
- Added Carrier buy orders as a progress column
Changes:
- Moved colonisation site name mapping to after BuildID and MarketID when finding a build
- Killed the "no builds are being tracked" overlay message
- Updated system calculations to reflect FDev's new rules
- Modified so Raven Colonial is read-only unless they have an API Key configured
Bug Fixes:
- Fixed capitalization typo that could sometimes cause a site to be assigned to the wrong body
- Fixed bug with checking for Open systems in RC
- Fixed type error in self.station
- Cleaned and tidied the CLB formatter
- Improved project initiation with Raven Colonial
- Fixed progress bug by modifying when/how progress is updated on tracking changes
- Ensured RC projects sync even when created by other means
- Fixed misidentification of squadron carriers as completed starports
- Stopped BGS-Tally completing Raven Colonial projects as it's irreversible
5.3.1
5.3.0
New Features
- Added colonisation build reordering via popup menu
- Modified readonly toggle through popup menu instead of by state
- Modified so that RC systems can be edited if they're open or you're on the list as well as if they're yours
- Modified so auto-created systems default to syncing with RC if the Commander has configured an API key
Bug Fixes
- Fix for bug with connecting projectids to sites in Raven Colonial
- Fix for popup windows on Linux
- Fixed colonisation ship names
- Made sure RC connects the project to the build
5.3.0-b1
Warning
BETA RELEASE - MAY HAVE BUGS - ONLY USE IF YOU ARE HAPPY TESTING PRE-RELEASE VERSIONS
New Features:
- Added colonisation build reordering via popup menu
- Modified readonly toggle through popup menu instead of by state
- Modified so that RC systems can be edited if they're open or you're on the list as well as if they're yours
- Modified so auto-created systems default to syncing with RC if the Commander has configured an API key
Bug Fixes
- Fix for bug with connecting projectids to sites in Raven Colonial
- Fix for popup windows on Linux
- Fixed colonisation ship names
- Made sure RC connects the project to the build
5.2.0
New Features:
- Colonisation Raven Colonial integration:
- Bi-directional, realtime integration with RC
- Importation of existing system plans from RC
- Creation of system plans and projects in RC
- Bi-directional synchronisation of system plans and project progress
- Submission of carrier cargo to RC
- Per-plan activation/deactivation of synchronisation at anytime
- Raven Colonial markets window for linked builds
- Colonisation windows:
- The plan edit dialog enables toggling of Raven Colonial syncing and plan deactivation
- The "+" (add plan) tab enables toggling of Raven Colonial syncing and reactivation of deactivated plans
- Plan names go blue and link to Raven Colonial when a plan is synced with Raven Colonial
- Synced plans have a refresh button to force reading from Raven Colonial
- Plans include an architect and the specific base layout
- System details (population, economy, etc.) are retreived from Spansh for better accuracy
- System and body links offer a dropdown menu for a range of destinations
- Added flexible sorting of bases popup
- Added highlighting of missing base layout
- Added insert & remove menu options for adding/deleting builds
- Added Surface/Orbital indicator to Colonisation window
- Added synchronous update when Refresh button is pressed
- Added recording of final build costs for bases
- Colonisation Overlay:
- When visiting a market it switches to purchase view and lists only available commodities
- Now tracks and reports your Powerplay merits earned each daily tick.
- New Discord channel for Powerplay reporting.
Changes:
- Colonisation Progress view:
- All three columns can show any of: Required, Delivered, Remaining, Purchase, Cargo and Carrier
- Left clicking toggles through the views
- Right clicking toggles between tonnes and loads
- The loads view shows tonnes if less than one load
- Maximum commodities to show is a configuration option
- Build names adapt to fit width and include the build type
- Tooltips are adaptive showing the current option
- Colonisation windows:
- Column widths auto-adapt to content
- Base types popup column widths auto-adapt to content
- If a base type is a surface station, bodies dropdown will only list landable ones
- Builds are automatically sorted to Complete first, then In Progress, then Planned
- Multiple cells may be selected (useful for copying data)
- Plan sheet has a right click for edit, cut, copy, paste & delete
- Improved the tooltips for commodity lists
- Swapped order of planned and completed to be more logical
- Better edit validation
- Made debug logging only in dev_mode
- Reduce time betwen automatic Discord posts from 5 mins to 1 min.
- Tidy up Discord hooks presentation in settings panel.
Bug fixes:
- Colonisation
- Fixed issue with initial migration of data throwing an error
- Fixed qty based sorting
- Improved commodity filtering
- Improved colonisation ship name display
- Small fixes for creating plans when logged out
- Fixed bug with deactivating the first system and removing tracking of hidden systems
- Fix for missing rare surface station update situation
- Background threads now wait before they do anything, which avoids some possible errors on startup.
- Fixed fleet carrier cargo bug
- Fixed an overlay runtime error
- Fixed bug with commodity display for non-fleetcarrier owners
- Fixed issue with a long translation string
API Changes (v1.7):
/activitesendpoint:influencepercentage added to faction information for each faction.
5.2.0-b4
Warning
BETA RELEASE - MAY HAVE BUGS - ONLY USE IF YOU ARE HAPPY TESTING PRE-RELEASE VERSIONS
Changes from b3
Bug fixes:
- Fixed repetetive update bug with empty values from Raven Colonial
- Fixed situation where progress might not get associated with an existing project
- Improved build fuzzy matching
- Fixed removal of projects that nolonger exist in RC