Overview:
- Panels in the "Additions" section have been made multi-selectable
- Multiple actions change their behavior when Alt key is pressed, almost always it means "batch action". For example - Alt + double-clicking a drone in the market adds stack of drones; Alt + ability enabling on a heavy long-range fighter enables this ability on all heavy long-range fighters; Alt + double-clicking fitted module removes clicked and similar modules. See full changelog for comprehensive list of such actions
- Drone stack cut-off amount now relies on ship bandwidth as well
- Added ability to change system security status for citadel fits via fitting panel context menu
- Significant changes to the item mutations tab layout and performance, as well as undo/redo support for mutated stats changes. Mutated stat changes become undoable via Ctrl-Z only when you close item stats window, but while it's open you have new "Revert Changes" button, which restores item to its initial state.
- Multiple smaller improvements and fixes
Changes:
- Mass charge switch operation now tries to change charge in all similar modules. For instance, when you switch script in federation navy omnilink, t2 omnilink now has its charge switched as well, but tracking computer does not. Please note that here and below "similar modules" means modules belonging to the same group, market group and having the same "effects" (technical term used by EVE to describe module traits)
- Modifier key changes: now Ctrl is intended to mean that something is being copied instead of being moved, Alt means batch operation (Cmd and Option respectively on Mac OS):
- Modules and charges:
- Alt + double-clicking a module in the market or dragging it over an empty slot now fills fit with the chosen item (can be done via the new "Fill with Module" market context menu as well) (#1937)
- Alt + dragging a module from the market to an existing module tries to replace modules similar to target with the dragged module, and if it fails - fills instead (e.g. dragging 1400mm arty over 800mm guns will replace all the guns with 1400mm arty, but if you drag 1400mm over gyrostabs - pyfa will ignore gyrostabs and try to fill spare slots with the 1400mm)
- Ctrl+Alt + dragging of a module within the fitting panel now fills fit with the dragged module (same as "Fill with Module" context menu) (#1944)
- Alt + double-clicking an ammo in the market now loads the ammo into all modules
- Alt + dragging an ammo from the market now loads the ammo into all modules similar to the one you dropped the ammo onto
- Alt + picking an ammo from charge switcher context menu now inverts changing mode between selection/similar modules (Ctrl key remains for compatibility reasons)
- Alt + double-clicking a fitted module or Alt + using "Remove Module" context menu removes it and similar modules
- Alt + using "Variations" context menu for a module changes all similar modules as well
- Drones & Fighters:
- Alt + double-clicking a drone in the market or Alt + dragging drone from the market to the drone panel adds stack of drones (#1938)
- Alt + double-clicking fitted local or projected drones removes whole stack
- Alt + double-clicking fitted fighter or Alt + using "Remove Fighter" context menu removes it and all similar fighters (fighters which have the same group and the same abilities, which normally groups up fighters by sub-role - like long-range heavy fighters or space superiority light fighters)
- Alt + changing fighter state changes state of the clicked and all similar fighters
- Alt + changing fighter ability state changes ability state of the clicked and all similar fighters
- Ctrl + dragging a drone stack within the drone panel copies the stack (#1946)
- Misc:
- Shift + clicking "Open Stats" forces reuse of existing Stats window (was Ctrl before)
- Ctrl+Alt+W closes all fitting tabs, added corresponding File menu item as well
- Modules and charges:
- Multi-selection:
- All of panels in the Additions section have been made multi-selectable. Where applicable, operations can apply to multiple selected items as well (for example, change item state, remove item, change to another variation)
- When dragging begins, selection in source panel is switched to just item being dragged
- Ctrl-A selects all items, Esc drops selection in panels which support multiselection
- Various context menu items which are applicable to single item only (such as "Show Stats" or "Apply Mutaplasmid") now apply to clicked module rather than topmost selected module
- When adding drones, stack cut-off amount also depends on drone bandwidth (e.g. if you are adding acolytes to kikimora which has bandwidth of 10, pyfa will add stack of 2, then create another stack of 2). All actions which add stack of drones respect this limit as well
- Changed sorting in item variations context menu: deadspace modules are now listed before officer modules, and all items within the same metalevel / metagroup are sorted alphabetically
- When you switch state of modules, they try to get as close as possible to the requested state (e.g. right-clicking offline damage control will turn it online, as online state is the closest to the overloaded state DC can have); this is also applicable to secondary module changes when you have multiple modules selected
- When switching state for multiple modules, secondary modules try to match state of clicked module even if main module is in target state already (previously, nothing happened)
- Added ability to change system security status for citadel fits via fitting panel context menu (#1882)
- All secondary windows can be closed by using Esc key now (#1934)
- Changed size of implant set editor window to fit long hardwiring names
- Projected fits now behave similar to drones:
- Attempt to project fit adds one fit to the stack, if fit is already projected
- Double-click on fit in projected tab removes one fit from the stack
- Alt + double-click on fit in projected tab removes whole stack
- Removal via context menu removes whole stack
- Swapped positions of module's mutaplasmid and variations menu items
- Fighters are now grouped up by sub-roles. If you have multiple types of long-range and heavy assault fighters, they are no longer mixed up during sorting
- Now you can import fits in DNA format even if they are wrapped into some XML tags (e.g. fits which you can copy from EVE chats, like
[18:15:30] xxx > <url=fitting:626:4833;1:5443;1:16391;1:41034;1:35659;1:16431;1:16467;1:16407;1:4477;3:4025;1:31055;3:11325;1:2444;2:2454;1:15510;2:11285;4::>Vexor 2 passive </url>
) - "Misc" column now displays cumulative damage boost for damage mods (#1942)
- When market tree node is collapsed, all child nodes now collapse as well (#1964)
- Added "SBA" as jargon entry for shield boost amplifiers
- Amount of stored Undo steps is now limited to 100 per fit, was unlimited before
- Linux-specific: removed "close" buttons from some dialogs, as Gnome provides titlebar close button for dialogs
Fixes:
- Fixed big class of crashes, which occurred mostly when user spammed deletion of anything with delete key (#1949)
- Fixed being unable to add citadel modules via double-click from market (#1959)
- Undo/redo:
- Made it possible to undo/redo mutated item changes (#1920)
- Fixed bug which sometimes caused incorrect item undoing of implant/booster changes
- Fixed incorrect state switch undo, which occurred only for modules which have undergone both manual and automated state switch due to state restrictions (e.g. attempting to activate 5 command bursts, then undoing it)
- Undoing removal of projected fits restores their amount
- Undoing of implant set addition is much faster now
- Undoing application of any items which block another effects (e.g. warp scramblers) now restores state of blocked items properly
- Fixed undoing of operations which removed both modules and subsystems (previously some modules could be lost during undo process)
- Fixed rare case when undoing of t3 cruiser subsystem switch/removal would not restore pre-action positions of modules
- Undoing removal of modules is possible even if they do not fit anymore (useful mostly on t3 cruisers, for case when you remove modules from rack which exceeds available slot amount)
- Fixed crash which might occur on undoing first tactical destroyer mode change, if fit has just been created
- Added undo/redo support for fitting restrictions toggle
- Fixed being unable to run "module fill" on mutated modules
- Fixed AoE DD's signature radius for EFS export (#1955) (thanks @MaruMaruOO!)
- Fixed crash on projection of fit via context menu (#1953)
- Resource stats panel is now correctly updated when user adds drone/cargo via context menu while another additions panel is open
- Do not show boosters as search results in implant editor window
- Do not crash when changing "Color fitting view by slot" with market item view unitialized
- Made triage shield boost / armor repair amount bonus stacking penalized (#1961)
- Fixed issue which prevented CPU and powergrid from rounding to second digit after decimal point (part of #1962)
- Fixed scroll rate being too slow in preference panel (#1963)
- Fixed multiple layout bugs on item mutations tab (#1935)
- Linux-specific: fixed scroll rate being too slow in ship browser (#1909)