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Merge pull request #40 from RemoteTechnologiesGroup/master
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v1.5.0 update
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Peppie84 committed Oct 8, 2014
2 parents ded2d62 + bdf5c33 commit d86f5da
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3 changes: 3 additions & 0 deletions .gitattributes
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# Set default behavior to automatically normalize line endings.
###############################################################################
* text=auto
*.cfg text eol=crlf
*.version text eol=crlf
*.txt text eol=crlf

###############################################################################
# Set default behavior for command prompt diff.
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4 changes: 2 additions & 2 deletions .gitignore
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.DS_Store

# Ignore dependencies and builds
src/RemoteTech2/*.dll
src/RemoteTech/*.dll
*.zip
GameData/RemoteTech2/Plugins/RemoteTech2.dll
GameData/RemoteTech/Plugins/RemoteTech.dll
GameData/build.txt
2 changes: 1 addition & 1 deletion .travis.yml
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Expand Up @@ -18,7 +18,7 @@ install:
- ./CI/travis.osx.install.deps.sh # it appears TRAVIS_OS_NAME is unset often, assume we're OSX if not linux

script:
- ./build.remotetech2.sh
- ./build.remotetech.sh

# Custom deploy
after_success:
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183 changes: 183 additions & 0 deletions CHANGES.md
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Version 1.5.0
========================================
Released October 7, 2014

**WARNING:** this release changes the mod's folder and DLL names from `RemoteTech2` to `RemoteTech`. You must delete the old `RemoteTech2` directory before installing this version. We take **NO RESPONSIBILITY** for any bugs that may happen from having both `RemoteTech` and `RemoteTech2` in your `GameData` folder.

Features:
--------------------

* Compatible with KSP 0.25.
* The mod has officially been renamed from RemoteTech 2 to RemoteTech. Ignore the warning above at your own peril.
* Vessel lists in antenna targeting window and in map view can now be customized using the map view filters (thanks to monstah for the suggestion!)
* If you use FAR or NEAR, you can now protect antennas from breaking by putting them inside a fairing.
* The number of crew needed to both operate a command station and fly a ship can now be configured on a part-by-part basis.
* B9 and FASA parts now officially supported.
* The 3 km omni upgrade to probe cores now appears in the tech tree.
* Module Manager patches now support MM2 features, including `:BEFORE`, `:FOR`, and `:AFTER` patch ordering.
* Updated KSP-AVC support, including more flexible KSP version requirements. Can now use KSP-AVC to download release notes in-game.

Rule Changes:
--------------------

* Flight computer clocks will keep running even if the vessel runs out of power (though you still need power to actually *do* anything). This is a workaround for a KSP bug that causes energy consumption to be overestimated at maximum time warp.

Bug Fixes:
--------------------

* Icons in map view easier to understand.
* Research will now be completely transmitted in 64-bit KSP.
* Pointing a dish at Mission Control from a fresh RemoteTech install will no longer corrupt saves.
* Ships will no longer have signal delay many times larger than they should.
* Flight computer will now take engine gimbaling into account when slewing.
* KSP should no longer crash when running the flight computer on a ship with no rotation torque.
* RemoteTech modules will no longer be added twice to the same part.
* If a ship is loaded while out of contact and uncontrollable, you will no longer be able to toggle controls or action groups.
* RemoteTech config files will no longer appear to be on one line when opened in a text editor that only recognizes Windows line endings.
* Nonstandard RemoteTech installations will no longer cause missing (a.k.a. "pink") textures.

Version 1.4.1
========================================
Released August 28, 2014

Features:
--------------------

* Compatible with KSP 0.24. Some part costs have changed.

Bug Fixes:
--------------------

* Flight computer now slews much more accurately and efficiently.
* Flight computer will now take RCS thrust into account when slewing.
* Signal delay window is now sized properly for all Flight GUI settings.
* Ships can now be renamed from the right-click menu at any time. Note that they can still be renamed from the tracking station.
* Reverted 1.4.0 fix for electric charge consumption at higher time-warp factors (fix was causing electricity use to be underestimated).
* Fixed conflicts with mods that depend on RemoteTech.
* Reduced logging should cause less lag.

Version 1.4.0
========================================
Released June 16, 2014

Features:
--------------------

* KSP-AVC Support
* EXEC commands are now executed at the correct time in advance of the maneuver node (accounts for signal delay and vessel acceleration)
* Added logging to API - useful for developers of mods that wish to interact with RT - requires `VERBOSE_DEBUG_LOG = True` in `settings.cfg`

Bug Fixes:
--------------------

* Fixed display of execution delay for simple commands such as running experiments
* **Significantly reduced** occurrences of the dreaded 'vessel duplication' bug
* Fixed display of the Flight Computer icon below the time-warp/clock display in the upper-left of the screen
* Fixed electric charge consumption at higher time-warp factors
* Prevented flight computer from crashing when scheduling a Maneuver Node Execution ('EXEC') command when no engines are active
* Fixed orientation when orienting in Target ('TGT') reference frame
* Fixed calculation of burn time for EXEC commands when engine thrust limit is less than 100%
* Fixed calculation of burn time for EXEC commands when using ModuleEnginesFX parts (eg. NASA 'Kerbodyne' engines)

Version 1.3.3
========================================
Released December 26, 2013

* 0.23 compatible;
* Switch vessel focus on the map view, allowing easy editing of targets;
* Flight Computer rewrite;
* Some UI elements were rewritten;
* Node Execution;
* Tweaks, bug fixes;

Version 1.2.7
========================================

* Tweaked per-frame load-balancing and fixed a divide-by-zero;
* ModuleManager 1.5 by Sarbian. **Please delete the old one;**
* Static class serving as API for future kOS integration;
* Fixed bug in TimeWarp throttling.

Version 1.2.6
========================================

* Fixed settings file not auto-generating;
* Fixed collection modified exception;
* Possibly fixed throttle jitter again?;
* Fixed Target/Maneuver in Flight Computer;
* Disable SAS when Flight Computer is on;
* Tweaked time warp throttling when commands are approaching.

Version 1.2.1
========================================

* Removed kOS integration.

Version 1.2.0
========================================

* Fixed (probably) the bug that humiliated me in one of Scott Manley's videos;
* Flight Computer and kOS integration! (details below); Requires patched dll for now!
* Fixed Delta-V burns; Cilph can't do basic vector math late at night;
* "N/A" on TimeQuadrant when no SPU is available; "Connected" when signal delay is disabled;
* Allow docking node targeting when the other vessel is disconnected;
* Halved antenna power consumption;
* Signal Delay is now on by default;
* Quick hack to not cache lines/cones that are disabled to increase performance for some;
* Possible fix for long range planet targeting being twitchy;
* Two new dish parts by Kommit! The KR-7 and KR-14 replace the SS-5 and LL-5 respectively. The old parts will be deprecated but still included so as not to break existing crafts;
* Settings File is now properly created on load.

###kOS integration:
* All immediate mode actions now require signal delay to pass;
* Steering locks now work when the vessel is disconnected;
* Action groups no longer trigger when kOS has them blocked;
* "BATCH" and "DEPLOY" commands to send a list of commands as one packet;
* ~~Requires patched kOS DLL until I merge the changes. Download here.~~

###Flight Computer:
* Works pretty much like MechJeb's SmartASS;
* Use "Enter" to confirm changes in most text fields;
* Duration format: "12h34m45s" or "12345" for plain seconds;
* Delta-V burn format: "1234m/s";
* Cancel commands by clicking on the X in the queue, sends signal ASAP, but delay still applies.
* Use the queue to view any delayed command; even right-click menu events.


Version 1.1.0
========================================


* Added a settings file; auto-generates ~~once the plugin loads.~~ once forced to save by editing the map filter.
* Filter in map view now properly saves.
* Tracking Station should now save changes made to dishes.
* Fixed NPE in editor due to recent ModuleSPUPassive changes
* ModuleRTAntennaPassive now correctly works when unloaded
* Dishes can now target the active vessel.
* Promised Flight Computer NOT enabled yet. The new Squad SAS is too unstable for auto-piloting.
* Signal Delay can be enabled in settings file. Good luck without that flight computer.

Version 1.0.7
========================================


* Fixed NPE when antennas did not have satellites during rendering.
* ModuleSPUPassive now provides unloaded routing if the craft was controllable as a whole. Might have lead to unintentional bugs. (vardicd)

Version 1.0.6
========================================

* Fixed science transmissions not sending all of the data. (Kethevin)

Version 1.0.5
========================================

* Fix MechJeb fighting over throttle.
* Added ModuleSPU to radial MechJeb AR202 casing. This kills functionality if connection is lost.
* Fix queuing for science transmissions. (Ralathon)
* Added a ScreenMessage if your partmenu events are blocked due to signal loss.

Version 1.0
========================================

* Initial release!
3 changes: 3 additions & 0 deletions CI/github.build.deploy.sh
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exit 0;
fi

echo "Copy the licence to the gamedata folder"
cp "LICENSE.txt" "GameData/RemoteTech/LICENSE.txt"

echo "Build ${TRAVIS_BUILD_NUMBER} from branch ${TRAVIS_BRANCH} in ${TRAVIS_REPO_SLUG}" > GameData/build.txt
echo "Built from commit ${TRAVIS_COMMIT} with tag ${BUILDTAG}" >> GameData/build.txt
echo "Creating ${FILENAME}"
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25 changes: 22 additions & 3 deletions CONTRIBUTING.md
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RemoteTech2
Contributing to RemoteTech
===========

Thank you for helping make RemoteTech better! We'd like this to be a community effort. However, we do have a few rules we need you to follow in order to keep things running smoothly, whether you're reporting a bug or submitting code.

Bug Reports
-----------

Before issuing a bug report, please follow the following steps:
* Read the titles of the open issues, does it sound familiar to your problem? Comment there instead of making a new one.
* Make sure the issue title is descriptive. "Losing connection above 10km" instead of "connection doesn't work".
* List all installed mods (preferably WITH version number) either in the issue body, on [gist](https://gist.github.com/)(Easy to edit later) or any [pa](http://fpaste.org)[ste](http://pastie.org/)[bin](http://pastebin.com/)-esque site.
* Provide your persistance save! This is ```Kerbal Space Program\saves\[yoursave]\persistent.sfs```, add it to your gist as a new file or as a seperate [pa](http://fpaste.org)[ste](http://pastie.org/)[bin](http://pastebin.com/).
* Please list the exact steps or conditions to reproduce the bug. Instructions of the form "1. Load stock KSP. 2. Load this ship 3. Do this" are best. The easier we can make the bug happen on our end, the easier it is to fix it.
* List all installed mods (preferably WITH version number) either in the issue body, on [gist](https://gist.github.com/) (Easy to edit later), [pastebin](http://pastebin.com/), or any similar site ([Fedora pastebin](http://fpaste.org), [pastie](http://pastie.org/)).
* Provide your persistance save! This is ```Kerbal Space Program\saves\[yoursave]\persistent.sfs```, add it to your gist as a new file or as a seperate pastebin(-esque).
* If KSP is crashing or getting corrupted, include your log file. This is ```Kerbal Space Program\KSP_Data\output_log.txt``` if you play 32-bit KSP and ```Kerbal Space Program\KSP_x64_Data\output_log.txt``` if you play 64-bit KSP. Please don't send ```KSP.log```, it's missing valuable debugging information.
* (optional) If it's easy to see in an image, please attach a screenshot.

Pull Requests
-----------

When writing new code for RemoteTech, please follow the following steps:
* Read the titles of open issues and pull requests, to see if somebody's already thought of your idea. If the issue has somebody assigned (see the rightmost column of the page), it's already being taken care of. Otherwise, assign yourself and/or add a comment saying you'll do it.
* Fork RemoteTech and do any code updates.
* What happens next depends on what the new code does:
- If your code fixes a bug in RemoteTech, create a pull request to the `master` branch (this should be the default).
- If your code adds a new feature in RemoteTech, create a pull request to the branch of the next release (e.g., `1.7.0`; if no such branch exists, please contact us).
* One of the Remote Technologies Group members will merge the pull request; if you yourself are a member, please wait one week to give others a chance to give feedback.
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node_stack_bottom = 0, 0, 0, 0.0, 1.0, 0.0
node_attach = 0, 0, 0, 0.0, -1.0, 0.0, 1

entryCost = 38500
cost = 11000
category = Science
subcategory = 0
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Expand Up @@ -13,6 +13,7 @@ alphaCutoff = 0.5
node_stack_bottom = 0, 0, 0, 0.0, 1.0, 0.0
node_attach = 0, 0, 0, 0.0, -1.0, 0.0, 1

entryCost = 33000
cost = 9500
category = Science
subcategory = 0
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Expand Up @@ -2,7 +2,7 @@ PART
{
MODEL
{
model = Squad/Parts/Utility/longAntenna/model
model = Squad/Parts/Utility/commsDish16/model
position = 0.0, 0.0, 0.0
scale = 1.0, 2.0, 1.0
rotation = 0.0, 0.0, 0.0
Expand All @@ -19,6 +19,7 @@ rescaleFactor = 1
node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0
node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0

entryCost = 1500
cost = 600
category = Science
subcategory = 0
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actionGUIName = Toggle Antenna
}
}
}
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node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0

entryCost = 1000
cost = 400
category = Science
subcategory = 0
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node_stack_bottom = 0.0, -0.2, 0.0, 0.0, 1.0, 0.0, 0
node_attach = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0

entryCost = 6000
cost = 2000
category = -1
subcategory = 0
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Expand Up @@ -13,6 +13,7 @@ alphaCutoff = 0.5
node_stack_bottom = 0.0, -0.2, 0.0, 0.0, 1.0, 0.0, 0
node_attach = 0.0, -0.75, 0.0, 0.0, -1.0, 0.0

entryCost = 6000
cost = 2000
category = Science
subcategory = 0
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node_attach = 0.46, 0.0, 0.0, 1.0, 0.0, 0.0

entryCost = 200
cost = 60
category = Science
subcategory = 0
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Expand Up @@ -13,6 +13,7 @@ alphaCutoff = 0.5
node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0
node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0

entryCost = 2000
cost = 800
category = -1
subcategory = 0
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Expand Up @@ -13,6 +13,7 @@ alphaCutoff = 0.5
node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0
node_attach = 0.0, -0.225, 0.0, 0.0, -1.0, 0.0

entryCost = 2000
cost = 800
category = Science
subcategory = 0
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16 changes: 16 additions & 0 deletions GameData/RemoteTech/RemoteTech.version
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{
"NAME": "RemoteTech",
"URL": "https://raw.githubusercontent.com/RemoteTechnologiesGroup/RemoteTech/master/GameData/RemoteTech/RemoteTech.version",
"CHANGE_LOG_URL": "https://raw.githubusercontent.com/RemoteTechnologiesGroup/RemoteTech/master/CHANGES.md",
"GITHUB":
{
"_comment": "GitHub support requires build tags that include a #.#.# string",
"USERNAME": "RemoteTechnologiesGroup",
"REPOSITORY": "RemoteTech",
"ALLOW_PRE_RELEASE": false
},
"VERSION": "1.5.0",
"KSP_VERSION": "0.25.0",
"KSP_VERSION_MIN": "0.25.0",
"KSP_VERSION_MAX": "0.25.4"
}
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