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Releases: SpaceWarpDev/SpaceWarp

1.1.0

02 Apr 15:09
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Space Warp V1.1.0
Changes

  • Added mod state toggling back to UI
  • Added API for color patching for modded parts
  • Added loading API for mods to define their own game and save loading states
  • Added localization to space warp, supports English and Brazilian Portuguese for now
  • Fixed version checking bug

Upcoming Plans

  • UITK integration into space warps windows for better looking UI

What's Changed

New Contributors

Full Changelog: spacewarp-1.0.1...spacewarp-1.1.0

1.0.1

17 Mar 18:27
1d11604
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A few fixes over the last release.

1.0.0

16 Mar 18:16
d0c8b92
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V1.0.0

Changelog

  1. Updated documentation site to reflect latest version
  2. Added localization loading from addressables
  3. Some UI changes
  4. Added some more UI functions
  5. Added automatic version checking, for spacewarp, and non spacewarp mods that have a swinfo.json file with version_check filled in
  6. Changed the mod UI to show both space warp and non space warp mods
  7. Added extensions for vehicle controls
  8. Added extension to get parts with a module

Known Bugs

Spacewarp will call mods that support 0.1.0 to 0.2.0 unsupported for the moment, will be fixed in a patch soon

Notes

This is version 1.0.0 as it reflects a stable base that the API will have added onto going forwards

0.4.0

05 Mar 15:49
8447261
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Space Warp 0.4.0 (The Big Switch)

Changelog

  1. Moved to being a KSP abstraction layer over BepInEx
  2. Added game state abstractions for mods to use
  3. Cleaned up the console UI
  4. Added feature that allows mods to add their own main menu buttons
  5. Added OAB app.bar support
  6. Cleaned up app.bar stuff somewhat
  7. Aded BepInEx.ConfigurationManager as a dependency and added a button in the mods UI to open it
  8. Added colors to the debug console, with fancy options to change them
  9. Packaged all dependencies with the release, including the licenses
  10. Packaged a default configuration for BepInEx that fixes an issue with the manager object not persisting
  11. Likely a few more things I forgot

Updating to 0.4.0

Installation

  • Installation is exactly the same as before, except bepinex is packaged w/ one of the zips, and bepinex.configurationmanager

Breaking Change

  • This is obviously a breaking change for all mods pre-0.4.0

Future plans

  • Next update should be semi-stable

0.4.0 prerelease 1

03 Mar 20:02
4167f95
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0.4.0 prerelease 1 Pre-release
Pre-release

Space Warp 0.4.0 Prerelease 1

Features added in this

  1. Moving over to BepInEx permanently for future releases
    • Conversion tutorial coming soon, for now look atFeatures added in this
  2. Added abstractions for game states
  3. So so so so much refactoring

Changes in installation

  • Installation is the same, we just now package BepInEx and BepInEx.ConfigurationManager with space warp

Known issues

  • Configuration UI assets aren't complete
    This is a breaking change obviously so all mods will need to be ported and recompiled.

0.3.0

01 Mar 00:48
b73d1ca
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Space Warp 0.3.0

Change Log

  • Added Roslyn Error Output
  • Added Addressables Loading System For Custom Parts
  • Added Localization Loading System For Custom Parts
  • Added Fancy UI Elements, which can be grabbed by SpaceWarpManager.Skin
  • Added AppBar Integration With A ToolBarWindow Class and a one liner for window registration
  • General Refactoring
  • A Lot of Bug Fixes

Breaking Changes

  • Make sure to recompile all prerelease compiled mods for this version, other mods should almost all still work

Space Warp 0.3.0 prerelease 1

28 Feb 02:54
39ae431
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Pre-release

Space Warp 0.3.0 Prerelease 1

Changelog

  • Added spacewarp ui skins, usable by mods as well (documentation coming later)
  • Added toolbar integration (documentation also coming later)
  • Cleaned up a lot of the UI
  • Fixed quite a few bugs

This will not break mods

0.2.5

27 Feb 04:30
aaa5f64
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Space Warp 0.2.5
Changes

  1. From this point going forwards, a BepInEx version of the modloader will be provided, installation is the exact same as that of the standalone version, just BepInEx has to be loaded first
  2. Added a Roslyn compiler for mods, scripts under the [mod]/src director will be compiled and cached by Space Warp (todo: auto recompile on space warp update)
    This does not break any mods that I have tested

0.3.0 Prerelease 2

28 Feb 20:23
54d04f2
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0.3.0 Prerelease 2 Pre-release
Pre-release

Changes with this release

  • A lot of code refactoring
  • Easy access to GUI Skin with SpaceWarpManager.Skin
  • Addressables support (documentation coming soon)

0.2.0

26 Feb 20:46
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Changelog

  • Added AssetBundle loading system (Documentation coming soon)
  • Switched to HarmonyX
  • Code Refactoring

Mod Breaking

  • Mods that used the configuration system may break, but stuff like custom-flags-mod and lazyorbit have been tested w/o recompilation