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 :)
####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