r4m0n changed the topic of #kspmodders to: Technical discussion ONLY (KSP related or not), for random shit-talking, join #shitshow (seriously)
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<GlassYuri> SilverFox, since you like warning me about feature creep, I just noticed that parts of the undo/redo system could also be used to propagate changes in multiplayer
<GlassYuri> ...selective undo actually seems really hard
<GlassYuri> SilverFox, you win for now, I'm going with normal undo
<GlassYuri> for now
<GlassYuri> still, being able to undo and redo independent changes independent of each other should totally be a thing
<r4m0n> if you're talking about the train game, I guess you could anchor changesets in "isles"
<r4m0n> make it a sort of tree-based system, with stuff referring to the last change that affects any area the change itself affects
<r4m0n> nope, don't use the input manager for that
<r4m0n> don't use the input manager for ANYTHING if you can
<r4m0n> just check Input.GetKeyDown(KeyCode.Shift) and whatever you need
<r4m0n> or GetKey() for the modifiers, so it'll just tell you if it's down
<r4m0n> or better yet, go to the asset store and get some input plugin XD
<GlassYuri> can't remap GetKey
<r4m0n> you need to do controls yourself
<r4m0n> Unity's sux incredibly
<GlassYuri> sure, for Ctrl+Z you'd have to be stupid to remap it but
<GlassYuri> license?
<r4m0n> WTFPL
<r4m0n> I made it, just look at the demo scene and play around a bit
<GlassYuri> that would be the second instance of swearing in my license.txt then
<r4m0n> lol
<r4m0n> just quote it as whatever you want, if you like it and want to improve/expand, go for it
<r4m0n> feel free to repackage in another license and distribute yourself
<r4m0n> Unity is making another input system, but it isn't done yet
<GlassYuri> my school isn't even on 2018.1 yet
<r4m0n> I made this one about an year ago because I needed it and the decent looking ones on asset store were far too expensive for what they provided
<GlassYuri> hmm, not bad
<r4m0n> the rebinding UI should be reasonably easy to stylize and use as-is
<GlassYuri> wait is it windows only?
<GlassYuri> also I can't bind to space somehow
<r4m0n> nope, it uses an extra native DLL for DirectInput on windows, on other platforms it just works
<r4m0n> on the editor, you'll have some issues with any keys it uses
<r4m0n> and there's sure some bugs around too, it's probably worth to read it a bit if you're going to use, it's reasonably minimalistic
<GlassYuri> I was planning to do a release on sunday because I need to submit my portfolio several times next week so I'll probably just hardcode keys for now and look into it after that
<r4m0n> just drop the UI for now and only add the core component, and hardcode the keys in it
<GlassYuri> ...I'm using the date instead of version numbers, so I absolutely have to finish this build before midnight
<r4m0n> then you can use it to access the keys (just use the InputManager static functions (I think that's the name of the class?)) and add the UI later
<r4m0n> lol
<GlassYuri> maybe if I also make a version eight one they will forgive the six four
<GlassYuri> r4m0n, implemented undo for moving and deleting, fell into an antipattern for deletion but not worth fixing now
<GlassYuri> probably won't even work much on this thing next week so that I don't break it while I need it
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<senray> Anyone here using Kerbal Atomics who can tell me if something is normal?