Or a thousand other things over the last 5+ years… this is 100% a hobby project. something I started due to a frustration with the in-game maps and an excuse to play around with c#/wpf and try things out…
Yep, I know… This is the trivial part of porting it, and depending on what choice you make you can often ignore it
The main 2 headaches that i see are going to be the Universe view and the Eve Client’s logging…
For the universe view neither WPF nor Avalonia have a native control that supports layout virtualisation in a way that scales enough to make it usable for the entire universe… this is the main reason for the lack of parity between the 2 views and the almost horror show of how it works to get around the UIElement layout pass.
On the logging side, the eve client doesn’t appear to manually flush the logs to disk, and as such in-order to get file change notifications I have to force the windows file cache to flush the files to disk; I’m not sure if this is either needed, or if this trick will actually work on Mac/Linux.
As your aware this is open source and im happy to take PR’s if you want to jump in and help; infact im going to need help since I dont have access to a Mac
Already opened a bug report… its questionable if its actually a bug; its not a requirement to force a flush, infact in certain circumstances its actually better to let the OS handle it.
There’s nothing inherently wrong with reading / monitoring files, in 5 years i can think of 1 change to the format of the log; ESI is not the mechanism to receive things like weapon hit notifications, and from a pure game balance perspective neither would be sending chat information
Possibly… I wouldn’t hold my breath and I am happy with the log files tbh… at this point id settle for a couple of bug fixes in ESI that cause me some headaches
Added the ability to import jump bridges from chat (no need to reformat
Follow Active Character will keep the character centred in the region view if zoomed
Shrunk the size of the zoom controls and tool box
Bug Fixes
Fixed some route panel UI issues with sorting
Fix for overlapping range and thera markers
Offline characters no longer show the highlight ring
The main change in this release; and the main reason for a larger gap since the last release is a change from .net framework to .net core; this is the first part in getting it ported to Mac/Linux… from a functional perspective it shouldnt operate any differently but under the hood a fair chunk has changed…
I am probably doing this wrong as I’m a new user. But it seems to me that it’s still showing the danger zone for characters which are logged out of game and seems to be reporting intel based on those boundaries. Or am I misinterpreting this?
I did try reading the wiki but didn’t see an answer.
Where are you seeing that ? It draws a guide circle which is a guide since its a 2d map of a 3d world, however it highlights based on the calculation which ive never seen as inaccurate… it does assume JDC5 though
The text should render clearer, and there should be fewer overall overlaps with text and systems; The layouts have been slightly adjusted; the text renders centred underneath each system and finally an additional black outline is present around the characters to make them a little more visible when its busy :
Tell me - how to make sure that not everyone in delve reacts? And only 3 or 5 jumps away from me? In the settings, I set 3-or 5 anyway, the signal for the entire delve for any information. Thanks
First set the intel to be restricted to the “danger zone” by enabling the setting “Limit Sound to Dangerzone” which you can set in preferences → intel
Secondly for each character you want, set the size of the dangerzone (number of jumps from your current position) and then enable it… you can see this in the characters window
Love this Tool!!
Is there a specific way to have Ansiblex data on the clipboard to upload it manually? I currently have an Excel worksheet that I want to pull the data from.