Weekly Update: Mar 28, 2025
Over the past three weeks I've been working on improving Deck / controller support and the updated build is now deployed (along with a few other unrelated fixes) on the beta test branch.
In the process I had to make a number of small changes to how UI / and input were handled, so there's the potential that this has introduced new bugs. For that reason I'm going to leave this build on the opt-in branch for a bit longer. I'd encourage any brave commanders who want to help to switch to that branch to help flush out any bugs.
Compared to the current default build, this changes/adds:
In addition there are a few general fixes:
Until next week!
Kevin
In the process I had to make a number of small changes to how UI / and input were handled, so there's the potential that this has introduced new bugs. For that reason I'm going to leave this build on the opt-in branch for a bit longer. I'd encourage any brave commanders who want to help to switch to that branch to help flush out any bugs.
Compared to the current default build, this changes/adds:
- Improved Save & Load menus to enable all functionality via controller inputs, including toggling selections for delete, deleting old autosaves, etc.
- When text scaling is set to maximum (set by default on the Deck) all text should be a minimum of 9 pixels high at 1280x800 resolution.
- Eliminated areas where scaled text overlaps other UI elements
- Dropdowns now keep current selection in view when using controller
- All text input fields should bring up the virtual keyboard on the Deck
- Now possible to toggle highlight, fog in map mode
- Research panel correctly keeps research selection in view
- In cases where there are two scrollviews visible (such as the ship log), right stick scrolls the first, dpad scrolls the second.
- Cargo screen allows for quickly analyzing items and proceeding to the next
- Improved input handling in the shipyard
- Chromaplate swatch customization now works with controller
- Crew help should correctly reference controller inputs instead of keyboard if the controller is being used
In addition there are a few general fixes:
- If the player has set a "design goal", the trade screen previously did not show short falls in the faction's own reserve currency. Now it does.
- Rendering optimization when in map mode
- Several minor typos
Until next week!
Kevin