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87.0 6.0 24.0 1.28 MB

The Utility&Informational mod, compatible on multiplay. displays useful information over vanila

License: MIT License

Java 99.79% Batchfile 0.21%
mindustry-mods mindustry-mod java mindustry

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(The KNU Univ. Korean Developer(TM))

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informatis's Issues

Crashes on pre-alpha 135

Version: pre-alpha build 135
OS: Linux xnull (aarch64)
Java Version: 0
Mods: unitinfo:1.5.3

IllegalArgument: 'scaleX cannot be 0.'
Font$FontData.setScale: 943
Label.scaleAndComputePrefSize: 128
Label.getPrefWidth: 229
Cell.prefWidth: 118
Table.computeSize: 924
Table.getPrefWidth: 664
WidgetGroup.pack: 116
UnitDisplay$1.lambda$new$5: 80
-$$Lambda$UnitDisplay$1$xTd_W-02T0INF3SZxqia8fWbNOM.get: 2
Table.: 75
UnitDisplay$1.lambda$new$6: 70
-$$Lambda$UnitDisplay$1$7_f7ubQTY3B0i4c-yWOXSCPGbO8.get: 2
Table.: 75
UnitDisplay$1.: 69
UnitDisplay.lambda$new$13$UnitDisplay: 56
-$$Lambda$UnitDisplay$NE3Chyiwe_9tycqyRlCT3-8ew3w.get: 4
Table.table: 275
Table.table: 269
UnitDisplay.lambda$new$17$UnitDisplay: 54
-$$Lambda$UnitDisplay$QvB5YpWduK2ZwSfaUD7O2PP4xRY.get: 4
Table.: 70
UnitDisplay.: 53
HudUi.lambda$addTable$62$HudUi: 319
-$$Lambda$HudUi$27PCwGQmSEB8L8NGNY0OrOHEtS8.get: 4
Table.: 75
HudUi.addTable: 291
Main.lambda$init$1: 42
-$$Lambda$Main$iIse7P4CeXGB0w30ZHE0eqTs9qw.get: 2
ClientLauncher.lambda$update$11: 159
ClientLauncher.$r8$lambda$zpnJXmKKZVX7vjnDu3ow_Febh6g: 0
ClientLauncher$$ExternalSyntheticLambda0.get: 4
Events.lambda$fireWrap$3: 37
Events.$r8$lambda$2yxV4pnjxA1skQbmXK_eDcJ6tPY: 0
Events$$ExternalSyntheticLambda0.get: 4
Seq.each: 199
Events.fireWrap: 36
ClientLauncher.update: 157
AndroidGraphics.onDrawFrame: 374
GLSurfaceView$GLThread.guardedRun: 1591
GLSurfaceView$GLThread.run: 1286

Customizable keybinds for Pathfind overdrawing

I use q for the schematic menu and every time i do shift + q the menu opens, so a custom keybind woud be very helpful.
I also woud like different colors for the path instead of different modes: orange (you decide the color) for ground units purple for leg and blue for naval.

Thx for the crash fix btw

UI doesn't scale properly on mobile

The UI seems to break at any UI scale other than 50%. It also affects some vanilla text.
Screenshot_20210527-102736
100% UI scale (default)
Screenshot_20210527-113311
50% UI scale (problem fixed)

Optimization for reduce frame drop

frame drop is critical and fatal issue in Informatis.
I should save frames as possible as many, for better and optional user experience.

  • solve setting R/W cost issue #95
  • some OverDraws seems calculating and drawing out of the screen. it's useless rendering so it shouldn't work. #96
  • window ui supports responsive design by cleaning and rebuilding every frame or seconds. make it rebuilded when resizing is done. #87
  • according to my feature tree, every features can be toggled. but some of features are not yet. #97

Crashes the 21955 be build when entering any map

See title for complaint. Crash log showed the following
Mindustry has crashed. How unfortunate.
Version: bleeding-edge build 21955
OS: Linux xnull (aarch64)
Java Version: 0
3 Mods: unitinfo:1.4.3, ui-lib:2.16.6, unit-factory:2.4.2

NoSuchMethodError: 'No virtual method resize(II)V in class Larc/graphics/gl/FrameBuffer; or its super classes (declaration of 'arc.graphics.gl.FrameBuffer' appears in base.apk)'
OverDrawer.lambda$setEvent$17: 52
-$$Lambda$OverDrawer$fsHb51KrjJcLuQiH1nduZ5p4zys.run: 0
Events.lambda$run$0: 18
Events.$r8$lambda$Uqlg3GRPHOXwXnThDY0L_iNOHko: 0
Events$$ExternalSyntheticLambda3.get: 2
Events.lambda$fire$1: 30
Events.$r8$lambda$Hpaqr_oYgoC5iwIHTzPOjpo7lNQ: 0
Events$$ExternalSyntheticLambda1.get: 4
Seq.each: 200
Events.fire: 30
Events.fire: 26
Renderer.draw: 247
Renderer.update: 168
ApplicationCore.update: 37
ClientLauncher.update: 177
AndroidGraphics.onDrawFrame: 374
GLSurfaceView$GLThread.guardedRun: 1584
GLSurfaceView$GLThread.run: 1280

Not working well

Hi,
No more crash at startup but the mod is not working well.
First there is big lag. This mod before the last main mindustry update was so smooth and player-friendly. With this lag....no way.

Second it is not working, the windows not showing the elements properly as shown in the picture.
Screenshot_2023-06-27-14-30-29-977_io anuke mindustry

Also i noticed that after the startup exactly before showing the menu, that flash still exist, before the last fix after this flash there was crash, now there is no crash but huge lag and the mod not working. Apparently there is big problem in your code.

Mobile-Android

reduce `Core.setting.get` call number of times

Core.setting.get is the suspect of lagging. (When I did not use this, dropping 5 frames will restore to 120 frames)
so every Core.setting.get should be cached or replaced with SettingConfiger.

Performance issue

Idk what it's going on but overtime the fps dropped from 60 (when i opened the save file)
To 23~ (it keeps dropping, now it's at 20 and i know it's this mod bc without it it stays still at 60) i now tested with the previus release and it works fine, so there has to be a recently added background process, that slowly decreases fps and increases memory usage.
I played on that save for around 20 minutes not doing anything significant

Aim position for turrets

Make it so that when you hover over a turret, if the turret is shooting, it shows a circle where the turret is aiming

Ui position and performance bug

I made sure to have downloaded the right release before submitting the issue.
did you fix it
My mouse is on the message, but it thinks it's around where the ? is.

Win+shift+s doesn't capture the cursor, that's why there is a hand drawn mouse at his place

Crashes the 21955 be build when entering any map

See title for complaint. Crash log showed the following
Mindustry has crashed. How unfortunate.
Version: bleeding-edge build 21955
OS: Linux xnull (aarch64)
Java Version: 0
3 Mods: unitinfo:1.4.3, ui-lib:2.16.6, unit-factory:2.4.2

NoSuchMethodError: 'No virtual method resize(II)V in class Larc/graphics/gl/FrameBuffer; or its super classes (declaration of 'arc.graphics.gl.FrameBuffer' appears in base.apk)'
OverDrawer.lambda$setEvent$17: 52
-$$Lambda$OverDrawer$fsHb51KrjJcLuQiH1nduZ5p4zys.run: 0
Events.lambda$run$0: 18
Events.$r8$lambda$Uqlg3GRPHOXwXnThDY0L_iNOHko: 0
Events$$ExternalSyntheticLambda3.get: 2
Events.lambda$fire$1: 30
Events.$r8$lambda$Hpaqr_oYgoC5iwIHTzPOjpo7lNQ: 0
Events$$ExternalSyntheticLambda1.get: 4
Seq.each: 200
Events.fire: 30
Events.fire: 26
Renderer.draw: 247
Renderer.update: 168
ApplicationCore.update: 37
ClientLauncher.update: 177
AndroidGraphics.onDrawFrame: 374
GLSurfaceView$GLThread.guardedRun: 1584
GLSurfaceView$GLThread.run: 1280

Crash at startup

Hi,

The mod still not working on mobile (Android), even after the last fix.
The game crashes at startup.

Thanks.

bloom errors on turret range preview

what it should look like normally
image

then whenever a bullet appears it gets bloom until all bullets disappear
image

this could probably be fixed by Draw.reset()

fix scroll lock issue

after open any window, the scrolling is binding at the window even if cursor doesn't hover on the window

Crashes on launch in 7.0 Build 144

Version: release build 144
OS: Windows 10 x64 (amd64)
Java Version: 11.0.16.1
Runtime Available Memory: 4078mb
Cores: 12
Mods: informatis:1.7

java.lang.NoSuchFieldError: maps
	at informatis.ui.fragments.FragmentManager.init(FragmentManager.java:12)
	at informatis.Informatis.lambda$init$2(Informatis.java:50)
	at arc.Events.fire(Events.java:53)
	at arc.Events.fire(Events.java:43)
	at mindustry.ClientLauncher.update(ClientLauncher.java:215)
	at arc.backend.sdl.SdlApplication.listen(SdlApplication.java:204)
	at arc.backend.sdl.SdlApplication.loop(SdlApplication.java:192)
	at arc.backend.sdl.SdlApplication.<init>(SdlApplication.java:54)
	at mindustry.desktop.DesktopLauncher.main(DesktopLauncher.java:39)

Crash caused by conflict

So my mindustry crash at startup and i found out the mod conflicted with Scheme Size.
All of my mod are latest update.
Here's the crash report:

Mindustry has crashed. How unfortunate.
Version: release build 145.1
OS: Windows 10 x64 (amd64)
Java Version: 16.0.1
Runtime Available Memory: 4084mb
Cores: 12
Mods: informatis:1.8.2, scheme-size:2.7.71

java.lang.RuntimeException: java.lang.NoSuchFieldException: tags
	at arc.util.Reflect.get(Reflect.java:56)
	at arc.util.Reflect.get(Reflect.java:61)
	at informatis.ui.fragments.QuickSchemFragment$2.<init>(QuickSchemFragment.java:59)
	at informatis.ui.fragments.QuickSchemFragment.lambda$setSchemTable$0(QuickSchemFragment.java:56)
	at arc.scene.ui.layout.Collapser.<init>(Collapser.java:20)
	at arc.scene.ui.layout.Table.collapser(Table.java:242)
	at informatis.ui.fragments.QuickSchemFragment.setSchemTable(QuickSchemFragment.java:54)
	at informatis.ui.fragments.QuickSchemFragment.<init>(QuickSchemFragment.java:43)
	at informatis.ui.fragments.FragmentManager.init(FragmentManager.java:21)
	at informatis.Informatis.lambda$init$1(Informatis.java:37)
	at arc.Events.fire(Events.java:53)
	at arc.Events.fire(Events.java:43)
	at mindustry.ClientLauncher.update(ClientLauncher.java:215)
	at arc.backend.sdl.SdlApplication.listen(SdlApplication.java:204)
	at arc.backend.sdl.SdlApplication.loop(SdlApplication.java:192)
	at arc.backend.sdl.SdlApplication.<init>(SdlApplication.java:54)
	at mindustry.desktop.DesktopLauncher.main(DesktopLauncher.java:39)
Caused by: java.lang.NoSuchFieldException: tags
	at java.base/java.lang.Class.getDeclaredField(Unknown Source)
	at arc.util.Reflect.get(Reflect.java:52)
	... 16 more

advance the SettingConfiger

image

SettingConfiger will...

  • have EventEmitter, for detecting setting changes without any cost, or any dependents.
  • store various of types. not only boolean but also float, int... which Core.setting can store.
  • Because of the above feature, the consumers who want to configure will resolve their own UI. but that's DRY, so SettingConfiger's subclass will describe which is shown to control the config value.
  • The current way to access the SettingConfiger is across classes like ToolManager or OverDrawManager. because SettingConfiger should act like Core.setting but more fast and cheaper, this should be singleton.

These changes will...

  • Clean up Setting and ToolWindow codes.
  • You can use or listen to setting configuring anywhere, anytime through a pre-supplied UI or interface.

crash after launch at v7.0 build 144.3

Version: release build 144.3
(Foo's Client Version: a39154a, May. 23, 2023 Unstable)
Source: mindustry-antigrief/mindustry-client-v7-builds
OS: Windows 10 x64 (amd64)
Java Version: 16.0.1
Runtime Available Memory: 4058mb
Cores: 24
Mods: auto-drill:1, extended-ui:0.77, fooinstaller:1.2.4, informatis:1.7

java.lang.NoSuchFieldError: maps
at informatis.ui.fragments.FragmentManager.init(FragmentManager.java:12)
at informatis.Informatis.lambda$init$2(Informatis.java:50)
at arc.Events.fire(Events.java:90)
at arc.Events.fire(Events.java:76)
at mindustry.ClientLauncher.update(ClientLauncher.java:241)
at arc.backend.sdl.SdlApplication.listen(SdlApplication.java:205)
at arc.backend.sdl.SdlApplication.loop(SdlApplication.java:193)
at arc.backend.sdl.SdlApplication.(SdlApplication.java:54)
at mindustry.desktop.DesktopLauncher.main(DesktopLauncher.java:57)

informatis:1.7 crash mindustry, I checked

make ServerFilter Fragment optional

implement serverSearchFragment toggle button and make it optional.
it will solve unknown local issue related at itself, also can be optimized.

UI problem

I can't click the button on the left of the screen. The coordinates of the button may be abnormal
Screenshot_2021-08-23-17-12-13-98_13f989b68d7412e5a177fb13b36ac66f

Still crashes on alpha 137 when loading game

Mindustry has crashed. How unfortunate.
Version: alpha build 137
OS: Windows 10 x64 (amd64)
Java Version: 16.0.2
Runtime Available Memory: 4084mb
Cores: 12
Mods: informatis:1.6

java.lang.ClassCastException: class java.lang.Float cannot be cast to class java.lang.Integer (java.lang.Float and java.lang.Integer are in module java.base of loader 'bootstrap')
at arc.Settings.getInt(Settings.java:367)
at arc.Settings.getInt(Settings.java:387)
at informatis.ui.window.WaveWindow.lambda$rebuild$27(WaveWindow.java:132)
at arc.scene.ui.layout.Table.table(Table.java:264)
at informatis.ui.window.WaveWindow.lambda$rebuild$28(WaveWindow.java:130)
at arc.scene.ui.layout.Table.(Table.java:75)
at informatis.ui.window.WaveWindow.rebuild(WaveWindow.java:128)
at informatis.ui.window.WaveWindow.build(WaveWindow.java:38)
at informatis.ui.window.Window.lambda$new$0(Window.java:43)
at arc.scene.ui.layout.Table.(Table.java:75)
at informatis.ui.window.Window.(Window.java:40)
at informatis.ui.window.Window.(Window.java:28)
at informatis.ui.window.WaveWindow.(WaveWindow.java:30)
at informatis.ui.window.Windows.load(Windows.java:8)
at informatis.core.Main.lambda$init$2(Main.java:49)
at arc.Events.fire(Events.java:53)
at arc.Events.fire(Events.java:43)
at mindustry.ClientLauncher.update(ClientLauncher.java:217)
at arc.backend.sdl.SdlApplication.listen(SdlApplication.java:204)
at arc.backend.sdl.SdlApplication.loop(SdlApplication.java:192)
at arc.backend.sdl.SdlApplication.(SdlAp

at mindustry.desktop.DesktopLauncher.main(DesktopLauncher.java:39)

crash logs again

Desktop Screenshot 2022 08 24 - 19 18 30 51
plication.java:54)

Ui improvements

I play with 75% ui scaling and 100% info ui scaling , setting it to 125% solves some of the issues and lowering it makes it worse. Still some elements exit their ui:

name exits screen
too small numbers
Maybe just for me, but the income one are too small, in 1.3 the size was already good enought.
3 digit or more exits
If at 5 digits it exits it will be good enought

Also from 175% info ui and above you can't switch mode anymore because the unit ui covers the icons and at some point the hitboxes don't mach anymore

P.s. why did you even add 50% and 25%?
Maybe i'm just complaining for no reason bc phone users use them but for me they are waaay too small.

Maybe I look a bit too harsh but i want the best from a mod like this.

"No JAR file found in releases" error - 144.3

When I try to download the latest version of this mod(1.8), I get this message: "No JAR file found in releases. Make sure you have a valid jar file in the mod's latest Github Release". What am I supposed to do?

아군

i think it's ally/allies, not alice.
is it intentional?

make OverDraw running only inside of the camera

some OverDraws seems calculating and drawing out of the screen.
it's useless rendering so it shouldn't work.
because drawing scale of some of OverDraws is too large to ignore, OverDraw should check whether rendering area is in the camera themselves.

add sub-option config to the Tool Window

기존 도구 기능들에 서브 옵션 checkbox를 추가.
기존 도구 toggle ui는 checkbox -> check button으로 전환.
서브 옵션 checkbox들은 좌측에 큰 간격을 두어 그룹핑 효과 부여.

add auto update checker

check latest release version by requesting the github api on startup.
display "update mod" button on right-bottom side, highlight if it needs to be updated.

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