Space Engineers

Space Engineers

Eli Dang's Holo Hud [Open Source]
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Update: 9 Oct @ 7:24pm

Version 2.18

DONE: Fix bug with the Credit Update logic when the string returned cannot be parsed to a double by using TryParse instead.

Update: 30 Sep @ 10:30pm

Version 2.17

DONE: Add ability to warn player of incoming missiles if WeaponCore is loaded. Will flash a warning on bottom of hud, with missile count, and also draw them on the radar if radar is on.

DONE: Harden UpdateUIPositions to ensure Character isn't null before checking values. Also make entire Draw and Update calls check for null character first.
Might help with respawn ships pre-loaded with the HUD. Also wrap in Try/Catch block to log errors gracefully if they occur.

Update: 29 Sep @ 11:23pm

Version 2.16

DONE: Make it so connected grids can't be selected as targets.

DONE: Fix bug with Show Money toggle in console of eligible control seats not working correctly.

DONE: Add toggle for Show Planet Orbits and Show Radar Info to the console for eligible control seats.

Update: 29 Sep @ 9:35pm

Version 2.15

DONE: Harden the GetClusterType() function to check for null block definitions. Add failsafe to prevent CTD during Block Added or Initialize Grid.

DONE: Harden the InitializeLocalGridBlocks/TargetGridBlocks functions, as well as Add LocalBlock/TargetBlock to do more null checks on block and block.FatBlock to prevent CTD.

Update: 28 Sep @ 7:49pm

Version 2.14

DONE: Make it work in Third Person view, as well as for remote control, and turrets.

DONE: Make [ELI_LOCAL] also show target hologram by setting a True/False value in CustomData.

DONE: Make the holo tables also use targetNearest, nextTarget, and previousTarget keybinds. Control whichever holo table is nearest. (R for targetNearest, B for previous, N for next. Hold Ctrl for hostiles only.)

DONE: Fix bug where sound emitter would not work both on foot and in seat.

DONE: Add keybinds for next/previous/nearest target. (R for targetNearest, B for previous, N for next. Hold Ctrl for hostiles only.)

Update: 22 Sep @ 11:03pm

Version 2.13

DONE: Make the Clustering logic access of the allBlocksDict safer if a key no longer exists due to a block being removed.

DONE: Fix the Velocity lines checkbox and remove the deprecated Orbit Speed Threshold slider.

Update: 21 Sep @ 3:14pm

Version 2.12

DONE: Add chat commands to edit/update settings that otherwise must be written to the xml in world storage.

Update: 20 Sep @ 6:20pm

Hotfix 2.11

DONE: Fix bug with power producers/batteries being mixed up, causing issues with the HUD disappearing when a battery powered grid was below a certain power usage.

DONE: Update radar ping logarithmic scaling to be more linear (more accurately reflecting true distance from the player, but still spreads them out when very near to keep radar readable)

Update: 20 Sep @ 4:25pm

Version 2.1

DONE: Dynamic block clustering that uses a range. It will still pick a cluster size based on grid block count, but then can go up and down from there. Sparse regions can be broken down to smaller
clusters, and denser regions will be represented by one larger square. Eg. at cluster size 2 we get 1x1x1, 2x2x2, or 3x3x3 clusters. Based on various settings this can be tweaked.
Goal is to preserve fidelity for sparse regions, but cluster dense regions for performance.

DONE: Added occlusion culling for the interior of holograms, so those clusters aren't drawn if they are completely enclosed by other clusters.

DONE: Wrap orbit lines in a customdata setting, and also toggle off completely at global level.

DONE: Fix Target integrity arc direction. Also fix integrity calculations on IntegrityChange and on BlockRemoved.

DONE: Make unpowered grids have a darker icon on radar

DONE: Make target selection ignore the current target, so it more reliably switches between more than one grid very near to the center of your vision.

DONE: Make ModSettings use custom serializable types instead of VRage types like Vector3D, Vector4, and MyKeys to hopefully help with XMLSerialization errors for some users when saving the game.

DONE: Make small grid radar sprites slightly smaller.

DONE: Make holo tables only work if they are powered and functional

Update: 8 Sep @ 12:25am

Corrected (hopefully) issues with undocking/connecting grids.

I tested the following scenarios with both grids running ELI_HUD, the bigger one being docked with having ELI_HOLO and ELI_LOCAL holotable projections and the one being piloted running just the ELI_HUD as it was a small ship:

- Undock/dock via landing gears.
- Undock/dock via connector
- Grid splitting due to damage (losing a wing and having it fly off)
- Spamming lock/unlock from connector


I tested the following scenarios with both large grids running ELI_HUD and ELI_LOCAL:

- Large grid docking to large grid via connector, then walking back and forth between the midpoint where the grid you're on changes from one to the other while watching the hologram turn on/off as I cross the threshold.
- Grinding down an antenna, repairing it, and grinding it completely to remove it.
- Projecting a grid that had ELI_LOCAL hologram from another grid running ELI_LOCAL.
- Merging two large grids together and unmerging them using merge blocks.
- Grinding down holo tables running ELI_LOCAL/ELI_HOLO (need to make projection check function/power yet), repairing them, and removing them completely.

I could not cause an exception and a crash under any of these scenarios.