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Log helper and client untilities for Kerbal Space Program game.

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KSPDev - Mods and tools for KSP modders

Licensing

All code is disributed under "Public Domain license". In other words, you can do whatever you want with the code.

Though, if you put a link to this GitHub repository it will be highly appreciated. And it may help other developers :)

KSPDev - Debug log console

####Mod for developers who create mods for Kerbal Space Program

KSPDev.LogConsole is an advanced console for in-game logging system. Just install it in place of the built-in one and have all the benefits.

####Main features

  • Full screen window improves visibility.
  • Advanced system of logs filtering. You can blacklist logs you don't want to see.
  • Stack trace for any log record allows you figuring out the source.
  • Each log record has a "source", a short version of full stack trace that says where this record came from.
  • Log records has timestamps which helps in retrospective analysis of the events.
  • Ability to save the logs into files for even better retrospective analysis.
  • Apply a quick filter to see logs of the specific types only: INFO, WARNING, ERROR or EXCEPTION.
  • Log records are added too fast? No problem! There is a pause mode.
  • Made a bug in Update() method and log records are being written at a rate of 100 per second? Problem solved: make use of the two new modes. In Condensed and Smart modes high frequency records are collapsed into just one line!

##KSPDev - Client utilites ####Library for developers who create mods for Kerbal Space Program

KSPDev_Utils is a set of handy tools that simplify development of KSP addons. Just add the assembly into your project and save a lot of development efforts.

####Main features

  • Extensive set of methods to work with config files (ConfigUtils):
    • Save or load simple values without dealing with string<=>type conversion. The type will be detected from the argument, and built-in converters will handle any C# or KSP/Unity type transformation.
    • Use attribute-oriented programming to mark configuration fields in your classes. Then just specify file name and have them loaded/saved in one single method call.
    • Use attributes to mark fields that are represented by a class or struct. These types will be (de)serialized as config nodes. Attribute handlers can also deal with collections! No need to persist every item or a structure field separately.
    • Go further and define all configuration logic completely via attributes. After that you call just one method with minimum of arguments to have all your mod's settings saved. Or loaded - you choose.
  • Convinience methods to output formatted debug logs (LogUtils).
  • Unity GUI helper to properly handle UI actions (GUIUtils).
  • Basic set of methods to deal with in-game file paths (FSUtils).

Detailed documentation with code snippets is here: KSPDev_Utils

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Log helper and client untilities for Kerbal Space Program game.

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