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Releases: iaincollins/icarus

v0.9.4

11 Apr 00:52
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Release Notes

Small update to address some minor issues.

Navigation Panel

  • Fixed bug with the route planner incorrectly flagging all systems in a route as being the 'Current System' when first arriving at an undiscovered system when the Route view was open during a jump.
  • Fixed a cache bug which was causing views of systems which were not previously fully discovered reverting to older cache under specific circumstances (resolved by normalizing the key for the in-memory system cache).
  • Improved copy and appearance of text in several places in the System Map to be more accurate and for cosmetic reasons.

Ship Panel

  • Improved layout of ship modules to display more information at medium to small window/display sizes (including the default window size).
  • Explicitly handles when no modules of a particular size are fitted (i.e. hardpoint, optional, internal, utility) by displaying appropriate text in Ship Modules view.

v0.9.3

07 Apr 16:41
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Release Notes

Update v0.9.3 is a fairly small change mostly to address an issue I noticed with some system states and in some specific systems, that has possibly cropped up due to a change on how the data is returned by the game and/or stored in EDSM.

Note: This was previously released as v0.9.2 but replaced with v0.9.3 a few minutes later to address a critical bug that was spotted after release.

Navigation

  • Improved handling of - info displayed for - different system states in System Map view
  • Improved display of text for system allegiance in System Map view

User Interface / Theme changes

  • This release includes an update that adds subtle color grading and saturation adjustment to create a slightly richer feel to the interface. There are equally small changes to the default colors for elements to balance them out.
  • The default zoom level has been tweaked, to display more information on screen at the same time in the default view, font sizes on the main navigation controls have been adjusted to compensate. This has been done with consideration for a range of users, including mobile device and VR players in mind. NB: If you find the default text size is too small, you can scale the entire UI using CTRL+MOUSWHEEL UP/DOWN

The grading / stylization changes are somewhat subjective and I'm happy to take feedback on how different folks feel about them.

If enough people prefer a really clean/super crisp UI - e.g. less like the more immersive in-ship menu system and more like the hard clean edges of the in-station or in-terminal menus - then I'm happy for that to be a toggle . So far I've trying to strike a balance between the two.

Similarly, I'm trying to balance what I'd ideally like to do with the UI with what is practical on low power devices (e.g. slower cheap/old tablets/phones) with what is only really viable on higher end devices (e.g. secondary monitors on PCs, ChromeOS tablets, etc) where a much more dynamic experience is possible (e.g. more animations, effects, etc). Ultimately I could also resolve this with an FX level toggle (High/Low) so I can leave in some of the fancier effects on devices that can support them.

v0.9.1

27 Mar 02:24
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Release Notes

Navigation Panel

This is a hotfix to improve handling of systems that have old data for them in the EDSM database.

This particularly impacts systems that have had bodies renamed or otherwise changed since the release of the game, in particular in the Pleiades and Witch Head sectors.

This change improves handling of bodies in older systems by de-duping data using unique internal in-game ID and using the most recently submitted data to EDSM to filter out older data.

v0.9.0

18 Mar 02:17
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Release Notes

This release brings improvements to the Engineering Panel Blueprint view and some minor improvements to the Navigation Route and the Ship Modules views.

The release of Odyssey Update 11 and introduction of Fleet Carrier interiors seems to have gone fine and there are no known issues with ICARUS Terminal and the new update. There may be some improvements to handling of displaying location when on a Carrier , but as it is already, it works without issue - it knows when you are in orbit around a Carrier next to a planet, when you have docked with a Carrier and when you disembarked and are in the hanger and when you move from the hanger to the concourse on a Fleet Carrier. There is some inconsistency as to when the name of the nearest planet it displayed though that is a minor issue.

Location tracking is largely a cosmetic / nice to have feature as it is currently implemented, but I hope the significance of having this logic in place should become apparent in future releases (there is a lot more state being tracked in the back end than is currently surfaced in the UI).

On the topic of Update 11, Frontier quietly slightly changed how the Journal API was implemented by changing how files were named which broke some other third party tools, I just wanted to confirm the approach used by ICARUS Terminal (which uses both file system metadata and timestamps within files) meant ICARUS was not impacted by the change.

On to the updates!

Engineering Panel

  • Added Engineers able to apply Blueprints and what Grades of engineering they are able to do for each Blueprint to Blueprint view. In a future update I will also add what system each engineer is in and the distance to them from your current location. It's unclear if the API makes it possible to easily know which Engineers a commander has unlocked (I suspect not); conveying that could be a challenge.
  • Improved appearance of positive/negative effects of each grade of a Blueprint - and made a corresponding cosmetic change to the Ship Modules view.
  • Fixed incorrect positive/negative indicators for some values on Blueprints (they should all be correct now!)

Navigation Panel

  • Added explicit support for gracefully displaying systems in the Witch Head that were renamed after launch, curiously they ended up with some weirdly long names that combined the new system names with the old names for systems, which didn't happen with Colonia systems when they were renamed. This made the Navigation Panel hard to read for those systems, so I added explicit support to check for systems in the Witch Head that have been renamed and change the names that are displayed in ICARUS Terminal accordingly.
  • Fixed issues with some states not being reflected properly for some systems - this is either messy data in EDSM (perhaps from third party clients) or how it was expressed in game was slightly changed. It was still able to display the state as there is fallback support, it just wasn't displaying the 'flavor text' for each state that tries to explain what the ramifications are (e.g. increased bounty missions).
  • Improved appearance and text used on Navigation Route view. Text is more consistent, view looks a bit nicer.
  • Added the number of jumps / total distance to destination on Navigation Route view
  • Caught an edge case issue that could potentially crash UI on Navigation Route view

Ship Panel

  • Improved appearance of values on Module Inspector Panel to more clearly highlight positive/negative engineering effects applied to a module
  • Slightly increased size of Module Inspector Panel to reduce need for scrolling

Other

  • Internal refactoring and code cleanup of game event handling

v0.8.0

12 Mar 17:30
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Release Notes

Engineering Panel

  • Now displays stat changes for each grade of Engineering for a Blueprint (stats from EDCD / Coriolis).
  • Materials in Materials and Blueprint views now display in red if you are out of stock, to make it more obvious that you are out of an item.
  • Material names in the Blueprint view can now be copied by clicking / tapping on them (as they already could be in the Materials view).

I also wanted to include listing which engineers (and how far away they are) could handle engineering for each Blueprint but that will have to be in a future update.

Navigation Panel

  • Improved appearance and text of current location in System Map.

Ship Panel

  • Now displays status of secondary fuel tank instead of total power draw.

Engineering effects on modules in the Ship panel can slightly different names from those displayed in the Blueprint view - although it should be easy to enough to work them out. This release includes some initial work to unify those so they current effects can be ultimately be displayed in the Blueprints view too.

Much more interesting changes coming to the ship panel in the future, this is a minor interim change.

v0-8-0-eng

v0.7.3

10 Mar 08:39
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Release Notes

This update is a minor feature update but that includes a significant update behind the scenes to track commander and ship status.

This is used in this update to improve and extend the functionality of the Navigation and Ship panels in minor ways, but will enable extending the functionality of both further in future - with extensive new functionality now possible in the Navigation and Ship panels - and will be critical in the creation of "Commander" panel (which is may end up being a "Home" panel, similar to how it it appears on the right hand side panel in game).

Navigation Panel

  • Added indicator with current location within system (e.g. planet, station, port, settlement, etc) to System Map
  • Improved appearance of information about facilities in a system (takes up less space) in System Map
  • Improved appearance of system co-ordinates in System Map
  • Improve display of text in Route view
  • Added text to indicate current system in Route panel what was missing on small screens (e.g. mobile devices)

Ship Panel

  • Improved awareness of when onboard / not on board your ship (including specifically when you are onboard a ship that isn't yours)
  • Improved handling of empty cargo and fuel tanks

v0.7.2

02 Mar 21:08
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Release Notes

Minor improvements in a number of areas, including internal refactoring.

  • Improved System Information in System Map in Navigation Panel
    • System state (Boom, Bust, War, etc) now more prominently displayed with descriptive flavor text for all states.
    • Improve system information on bottom of System Map.
  • List view in Navigation Panel now uses full names (not appreciated versions) of Planets if there is room
  • Improved fallback handling in Inventory view in Ship Panel
  • Cosmetic improvements to table animations
  • Cosmetic improvements to icons and logo
  • Added PWA Manifest
    Intended for anyone that is useful for who want's to run terminals as Web Apps; useful if you want to be able to more easily run full screen windows on a second monitor.

v0.7.1

27 Feb 15:44
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Release Notes

Nothing exciting in this release, these are mostly internal changes ahead of a more significant release to de-couple the changes to allow any issues that crop up as a result to be spotted early, instead of dropping them all in a big bang.

  • Adds internal logic for determining the current status of a Cmdr - this is not yet surfaced in the interface.
  • Updates to internal libraries and build tools to address know minor issues with those libraries (latest security patches, etc).
  • Slightly reduced oversized text size for Material names in the Engineering Panel.
  • Change to System Map in Navigation Panel to use primary color instead of secondary color for background gradient highlight. This better ties the panel together with other panels by using the predominant theme color instead of the secondary color.

v0.7.0

24 Feb 02:44
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Release Notes

This update is mostly centered around more sophisticated logic for determining player location at startup for the Navigation Panel.

Navigation Panel

  • Implemented new system for determining location at startup
    Logic is now more robust and better handles situations such as being detained or death or using an escape pod, shuttle, transport or fleet carrier or multicrew.
  • Navigation List View now displays system name at the top
  • Improved icons in Navigation List View
  • Additional support for highlighting some rare bodies and several cosmetic improvements in Navigation List View
  • Fixed typo in Navigation List View help
  • Made text at the bottom of System Map more readable

Ship Panel

  • Improved how text is displayed for Mission Critical and Stolen Cargo

Other

  • Improved formatting of table (list) headings in UI

Notes

This new logic is only leveraged by the Navigation Panel - the Ship Panel is still not always aware of when you are in your ship (e.g. and not someone else's ship), although it is aware when you are on foot or in an SRV. This matters to the Ship Panel because some data is not available when you are not on board your ship and if didn't know when you were not on board it would end up displaying incorrect information, to avoid that it caches the data it has for the ship when you disembark and display the "last known" data until you are back on board the ship again.

Work to leverage new options introduced in Odyssey to precisely reflect players current state (e.g. on foot, in an SRV, in their ship, in someone else ship, on a fleet carrier or station or megaship or taxi or transport, at a port, on a planet, near a settlement or a point of interest, etc) and more detailed information about the status of the player and their suit/SRV/ship is still in progress.

v0.6.3

21 Feb 18:23
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Release Notes

Navigation Panel

  • Expanded list of supported icons highlighting features of stellar bodies
  • Added contextual help to Navigation list view to display a key for icons

v0-6-4-icons

(The spelling of 'Atmosphere' will be fixed in the next update!)

Other

  • Improved app icon (cleaned up / simplified)