@Factorial(View Post) My mod or Feynman's mod? I haven't tested for compatibility between this mod and feynman's but they should work together fine. Maybe he uses a really old version of the script manager that uses a different type of quotes but I doubt it, that was months ago.
Preview of the new interface I made for the next version (which I hope to release tomorrow):
Editing profiles and scrolling will come some time later. You get to this by clicking the key (backwards from tpt++ but it fits in with plans I have for the main login button). Also you can ctrl+click a name on the save preview to get here.
And before I make any more interfaces, I kind of want to work on an easier way to position stuff. It's kind of annoying having to figure out exact coords, if you could just tell it to place a component below another one that would be nice ...
Version 31.0 5/23/15 Stickmen/signs are placed on mouseup, fix LIGH/TESC drawing bugs. Fix PSNS corrupting the simulation. Fix PHOT+loop mode crash and PROT crash. Fix QRTZ conduction not working at all. tpt.setdebug(0x20) for particle debugging key shortcuts (use 'f' key + modifiers). Lots of simulation and lua updates from tpt++. Save to disk option appears by default when not logged in. Add quick save for local saves. Fix wall drawing with rectangle brush shapes. Scale options take effect immediately, also use scale:2 by default when screen size is large enough on first run. Enable the new interface code, used in the new profile viewer interface. Click the key or ctrl+click a username online to enter. Fix DRAY with .tmp=0.
This is the first update in 3 months, I can finally work on this again after being very busy with school this semester. All the work except for the mouseup fixes was done in the last two weeks. Anyway, The coolest thing is the new profile viewer interface. Even cooler is how it works, it actually uses the new interface code I am working on. When you open the profile viewer it does the same things tpt++ would do, creating the Engine, a Window, adding Components and other stuff. It has some small but nice differences from tpt++, but using this new code it will make it easier for me to redo and add new interfaces into the game. If you notice any weirdness in this new interface definitely post it, the code is entirely separate and brand new and might have problems or even crashes.
@jacob1 Why did you make PROT unable to stack by itself?! In the original, you could stack elements easily by drawing something with PROT, then copying it onto itself because PROT stacks with itself! But in your mod, you can't!
@thomasxin(View Post) I didn't change anything. My mod is based off of a different code base (the old TPT from 2.5 years ago) which sometimes reacts differently.
That sounds like a bug in TPT. So i'll either do two things. I can leave it in and change my mod to work like that, or I can fix it in TPT also. And, it looks like you can still stack PROT in my mod if they have been moving which is probably some kind of rounding error.
A commit I did a few months ago broke ctrl+z by doing a ctrl+z snapshot almost every time the mouse was released. This removes that, it wasn't necessary even for stickmen since a snapshot is still taken on mouse down.
I also updated my computer, and it broke my cross compiler. After some work and deleting all references to the old cross compiler I realized that there was a bug in the SConscript so I fixed that and got it to compile. So now this update is here, a few hours late. The compiler used for the 64 bit linux version was updated too but I use -static-libgcc so it shouldn't matter (at least I will be able to run some of wolfy1339's builds now :P)
Edit: I updated the 64 bit linux version to use a static libstdc++, which will make it run on more computers. The next version of the mod will also use a static lua5.2 and a static libfftw3f, but I won't release that now.
@mecha-man(View Post) yep, I noticed that yesterday, i'm guessing we tried opening the same thing.
Should be an easy fix but not sure if it is important enough to release 31.2 right now. It has been there for a few versions I think and people usually don't put link signs there.