Releases: alterNERDtive/bindED
5.0.1 (2024-05-03)
This release is untested because I don’t have a Windows machine right now to build this nor run VoiceAttack on.
Fixed
- Version number now reflects the plugin version again.
- Updated docs for removed Horizons compatibility.
# 5.0.0 (2024-05-03)
Removed
- Will no longer copy Odyssey (live) binds to Horizons (legacy) binds. I doubt
anyone still plays the latter; if you do, don’t upgrade the plugin.
Fixed
- Will now find binds files again for the latest Elite update which changed
the format to<name>.4.1.binds
.
5.0 (2024-05-03)
This release is untested because I don’t have a Windows machine right now to build this nor run VoiceAttack on.
Removed
- Will no longer copy Odyssey (live) binds to Horizons (legacy) binds. I doubt anyone still plays the latter; if you do, don’t upgrade the plugin.
Fixed
- Will now find binds files again for the latest Elite update which changed the format to
<name>.4.1.binds
.
4.2.2 (2022-05-31)
4.2.1 (2021-12-24)
Fixed
- Added support for Odyssey’s new
StartPreset.4.start
file; the preset selected in the Odyssey client will take precedence, so make sure you use the same preset for Horizons (#29).
4.2 (2021-08-13)
Added
- Pretty printed documentation! You can find it at https://alterNERDtive.github.io/bindED.
- Troubleshooting guide! You can find it at https://alterNERDtive.github.io/bindED/troubleshooting.
diagnostics
plugin context: writes current plugin state to the log for troubleshooting.bindED-diagnostics
profile: runs thediagnostics
plugin context on load. Should be the first troubleshooting step.- Error message if multiple control presets are in use (Odyssey only).
Fixed
- Now correctly loads presets that contain regex special characters (#28).
4.1 (2021-05-22)
Added
- optional
~bindsFile
parameter for theloadbinds
plugin context: use that to specify a binds file instead of auto-detecting it from the currently active preset. (#18)
Changed
- Updated the README to reflect that you need to load the game once, and that you need to have changed at least a single bind. (#19)
- Updated the README to reflect that you have to use a single preset for all sections if you’re playing Odyssey.
Fixed
4.0 (2021-05-19)
Note: If you do not own Odyssey, everything will work just as before!
I, too, do not own Odyssey. So while I have tried testing various things with mock Odyssey binds files, please keep an eye out for bugs and file an issue if you encounter any. And check back for a potential 4.0.1 soon. TYVM!
IMPORTANT: Please backup your binds files before installing this release, just in case. You can find them in %localappdata%\Frontier Developments\Elite Dangerous\Options\Bindings
.
Sadly for the time being Odyssey and Horizons will basically be separate games. That also means they have separate binds files.
BindED will by default always use the last edited file, be that the base preset, Horizons or Odyssey.
To keep hassle to a minimum, the recommended way to change binds is to do it from Odyssey. When a change to the Odyssey file is detected, the plugin will by default overwrite Horizons’ binds with it. To prevent that and keep entirely separate binds, you can set bindED.disableHorizonsSync#
(yes, including the pound sign) to true
in your VoiceAttack profile.
Added
- Odyssey binds file support (
*.4.0.binds
). (#14) bindED.disableHorizonsSync#
configuration option: Set this (totrue
) in your VoiceAttack profile to disable automatically syncing Odyssey binds changes to Horizons binds.
Removed
- empty plugin context: Invoking the plugin without context no longer gives a deprecation warning and will instead fail.
- binds file as plugin context: Invoking the plugin with a binds file as context no longer gives a deprecation warning and will instead fail.
3.1 (2021-01-29)
3.0 (2020-11-12)
I did a complete refactoring of everything to prepare for some juicy new features! Sadly that also meant breaking backwards compatibility. On the plus side, the things that no longer work like they did in Gary’s initial release should basically never be used anyway.
Removed
- You can no longer specify binding files to use by linking them into the plugin directory.
- You can no longer specify binding files by using them as the plugin context.
Changed
- Invoking the plugin with no context or with a binds file as context is now deprecated and will be removed in a future version. Use the
loadbinds
context instead.
Added
en-gb
key map. Thank you A.Cyprus for the work on that!- Bindings are now automagically read when VoiceAttack loads and when
bindED.layout#
is changed. - After the initial reading of bindings the plugin will monitor the bindings directory for changes to a) the
StartPreset.start
file (preset has changed) and b) the binds file(s) corresponding to the current preset. Changes are automatically applied. (#3) - The
listbinds
context will set the text variable~bindED.bindsList
to a list of bindings present in the current bindings file. (#1) - The
missingbinds
context will create a report of missing binds (anything that doesn’t have keyboard binds) and save it to~bindED.missingBinds
. (#2) - The included
bindED-reports
profile runs a missing binds report and a binds list report when you load it and saves them to your Desktop.
2.0 (2020-09-23)
Added
- Reading the game’s current bindings profile from its
StartPreset.start
file and using that by default. - Support for non-US keyboard layouts.
- Neo2 as first included non-US keyboard layout. Because that’s what I’m using personally.
See the README and Wiki on how to add other layouts.