Expose SDL keycodes, scancodes, and button codes to Lua
Add PowderCoin icon to font
Make QRTZ slightly change color while growing
This version also includes code optimizations by savask, which improves performance by 8%
Fix disparity with vanilla with PHOT+GLOW reaction and SLTW evaporation rates
I did more code syncing yesterday and figured I could do a minor update with just those changes. The biggest change is the 8% performance increase, which should apply to all saves. A core piece of logic that runs while updating every particle was optimized.
@skyprotogen(View Post) Which features of the mod do you want to see on mobile? Many of the changes in this mod are already in the mobile port (because the mobile port is secretly already my mod).
@IEATDIRT(View Post) My mod's elements on Android are all locked behind a preprocessor flag. So they aren't compiled into the game at all, no code for them exists.
Besides the elements, the other things not compiled into the Android port from my mod are: - Anything relating to my mod's menusection. The code for custom HUDs with powder.pref editing does exist though. - Save format doesn't include custom element stuff. But it still does include other additional properties added to the save format by my mod. - Code for instantly activated powered electronics isn't compiled in - http agent doesn't include JMOD/ section - No check for publish button warning when using mod elements
@meko958(View Post) That is odd, because I haven't made any changes to the way it's compiled in years. If it won't run at all, there isn't much I can do. If it briefly opens but then crashes I might be able to help.
Depending on how quickly vanilla dev goes, I may start using tpt-libs some day. This could fix but also break certain legacy OSes. But for the time being I don't plan any changes.