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In the previous numbering system, this release would have been numbered as Android Studio 4. With the new numbering system, it is now Android Studio - Arctic Fox We have consolidated the Memory Profiler user interface UI for different recording activities, such as capturing a heap dump and recording Java, Kotlin, and native memory allocations.
We have moved files unrelated to configuration from the. Projects generated by CMake are expensive to generate and are expected to survive across gradle clean. For this reason, they're stored in a folder called. Typically, Android Gradle plugin will notice configuration changes and automatically regenerate the Ninja project.
However, not all cases can be detected. Instrumentation tests can now run across multiple devices in parallel and can be investigated using a specialized instrumentation test results panel. Using this panel, you can determine if tests are failing due to API level or hardware properties.
Download Certified What's New Similar to 6. Android Studio Download. Last updated:. May 26, User rating:. Features Visual layout editor Create complex layouts with ConstraintLayout by adding constraints from each view to other views and guidelines. Instant Run Push code and resource changes to your app running on a device or emulator and see the changes instantly come to life.
Fast emulator Install and run your apps faster than with a physical device and simulate different configurations and features, including ARCore, Google's platform for building augmented reality experiences. Flexible build system Powered by Gradle, Android Studio's build system allows you to customize your build to generate multiple build variants for different devices from a single project.
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By linuxgurugamer , January 12, in Add-on Releases. When KSP was first released, all those years ago, there wasn't any toolbar, so blizzy78 made the very popular toolbar which many mods use. Then KSP released the stock toolbar. Many people like and use the stock toolbar, and many like and use the Blizzy toolbar.
Both have advantages and disadvantages. Most if not all of my mods allow the user to use either one. I got tired of recoding the toolbars for every mod, and came up with this mod to make life much easier, and wrote an interface to control both the Blizzy Toolbar and the stock Toolbar without having to code for each one. Most important for mod authors All mods using this should add the following line to the AssemblyInfo.
This will guarantee the load order. One benefit is that KSP will output a warning and won't load an assembly if it's dependencies aren't met which may be better than puking out a bunch of exceptions. Of course someone pretty much has to be trying to break things if you have to worry about this particular case. CKAN has been updated to install the dependencies, if needed.
A significant update has just been released, which adds functionality and reduces complexity. Now, instead of having gobs of code to support both toolbars, it can be reduced to three statements:. A new feature is to add the ability for a mod to register with the ToolbarController. Registration adds the following benefits:.
To use the the new features, you need to first register the mod with the ToolbarController, either before or when the MainMenu has been reached. The following is an example:. Unlike the Blizzy toolbar, this mod is a hard dependency, but, if the Blizzy toolbar isn't there, it will work quite nicely with the stock toolbar.
The method AddToAllToolbars has several definitions. All parameters are the same, the only difference is that the shorter ones don't pass in unneeded parameters. Definitions The onTrue parameter is unique in that it applies both to the stock toolbar and the Blizzy toolbar. This also corresponds to the blizzyButton. OnClick setting. The mod will use this to build the appropriate values for the Blizzy toolbar. If used, the following will be used to change the icon depending on whether it is active or not largeToolbarIconActive large is used for the stock toolbar largeToolbarIconInactive.
The following are used by the Blizzy toolbar only NameSpace Namespace of the mod toolbarId unique id for the toolbar tooltip tooltip which is shown when hovering the mouse over the button. If you need to use Left and Right clicks seperate from the onTrue and onFalse , the following is available. You have the ability to manually set a button active or inactive using the SetTrue and SetFalse methods.
If the makeCall parameter is true, then it will call the appropriate methods, assuming the methods were defined when the button was created:. If you wish to control the icon on the button directly for example, you have 3 different icons , the following function is available.
Note that once you use this, the mod will not change the icons any more, you will be responsible for all further icon changes:. If you have the toolbar selectable in a settings page, you an ensure that any time the user changes the setting the toolbar will change immediately by adding the following example from FlightPlanner :. You can also add, if you like, various callbacks to monitor the settings. This is a very lightweight call, if there isn't any change, it returns immediately.
This is not needed when the mod is registered. The following function was added because of Unity's inability to properly load images which aren't a power of 2. While it isn't really specific to the ToolbarController, since I needed it to make the mod work properly, I decided to make it public for others to use. Given the amount of toolbar-related bugs and work I've seen come up I'm guessing this is going to go over well.
I hope so, and I'll be releasing Flight Plan which uses this over the weekend, as well as updating Engine Ignitor to use this which is where the basic code was originally done. One request tho, can you add a method that return the position of the button that have been last clicked? Quite useful to show small GUI next to their button. Only if it is available from either of the two methods. It's only doing a passthrough, so unless it is there, I can't add it.
Yes it will need some additional logic, determining which button position need to be be returned. But in that case could you make a method that return the button s , or set them public. Besides getting their position it could be used to change the texture.
I haven't a lot experience with KSP toolbar button but there is probably other use case scenario. And I probably don't implement Toolbar Control before that Going to bed soon I am going to wait a day or so before an update, but the following are slated to be in the next update:. Needed to ensure it gets loaded i the proper order. I am not at this time intending to expose the buttons.
If you need some special logic for a button, then you probably will want to do the button logic yourself. This is intended to be a wrapper around both types of toolbars, and for that use case, the functionality implemented needs to be a common as possible.
I'll try to remember. I hate having to merge folders to install mods - Macs don't support recursive folder merging very well. While I've had almost no problems with Blizzy's toolbar, I've struggled with the stock toolbar - non-functional buttons, duplicate buttons, buttons not appearing, my buttons being eaten by other mod's buttons and vice versa.
Sorry, but its necessary to be sure everything gets loaded in in the correct order. Kerbals can also collect material from science experiments, allowing them to store data inside the ship's capsule. During an EVA on any solid planet or moon, a Kerbal can place a flag or take a surface sample. Historical spacecraft can be recreated and their accomplishments mimicked, such as the Apollo program, the Mars Science Laboratory rover, or the International Space Station. Players may install mods which implement destinations, weapons, rocket parts, and goals, such as attempting challenges in a real-scale solar system.
Mods can also add informational displays showing craft and orbital statistics such as delta-v and orbital inclination. Some mods have been added into the game officially, due to popularity. For example, resource mining, in order to obtain Ore for refining into resources such as fuel, has been officially implemented from a popular mod. As of version 1. Community modifications are able to expand this planetary system to include analogs of the missing outer planets, as well as fictional bodies and faraway exoplanet systems.
Game modes. The player starts a new game by choosing one of three game modes: sandbox, science, and career mode. In sandbox mode, players may attempt to construct a suitable vehicle for any desired project without penalties for failure and entirely user-assigned missions. Many players have constructed unrealistic spacecraft in this mode, such as impractically large, complicated, or expensive rockets. This mode is also frequently used to create replicas of real-life aircraft, rockets, trains, boats, cars, and other types of vehicles.
In science mode, the initial selection of parts is limited. More complex parts can be unlocked in the Research and Development building by advancing "science" with various experiments on Kerbin and elsewhere throughout the solar system. This mode was designed to ease new players into the game and prevent them from getting overwhelmed.
Career mode extends science mode by adding funds, reputation, and contracts. To build and launch new rockets, the players must complete contracts, earning funds to pay for the necessary parts. Reputation affects how many contracts are given to the player; less reputation leads to fewer, lower-quality contracts. Declining a contract will reduce the likelihood that a contract of the same type will appear later.
Simultaneously, players must upgrade buildings in the space center to unlock new features such as improved tracking, higher spacecraft mass limit, larger part count limit, and increased available contracts. Game Trailer Screenshots. Gameplay The player administers a space program operated by Kerbals, a species of small green humanoids, who have constructed a fully furnished and functional spaceport called the Kerbal Space Center KSC on their home planet, Kerbin.
Game modes The player starts a new game by choosing one of three game modes: sandbox, science, and career mode. Hello Friend! This is Cracked Game.
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