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Releases: alterNERDtive/bindED

5.0.1 (2024-05-03)

03 May 12:37
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This release is untested because I don’t have a Windows machine right now to build this nor run VoiceAttack on.

5.0.1 (2024-05-03)

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)

03 May 12:12
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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)

31 May 17:09
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Fixed

  • Added specific error message for invoking the plugin without context (#30).
  • Clarified that the default en-US layout will wrok for most keys on most layouts. (#32)

4.2.1 (2021-12-24)

24 Dec 16:55
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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)

13 Aug 19:54
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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 the diagnostics 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)

22 May 16:45
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Added

  • optional ~bindsFile parameter for the loadbinds 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

  • Now only reading the first line of startPreset.start to work correctly with Odyssey. (#15)
  • Now correctly prioritizing .4.0.binds > .3.0.binds > .binds. (#20)

4.0 (2021-05-19)

19 May 10:36
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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 (to true) 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)

29 Jan 14:25
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Changed

  • Invoking the loadbinds context will now force reset everything and reload from scratch. (#5)

Added

  • The current layout’s key map file is now monitored for changes. Should make adding support for new layouts slightly less annoying. (#4)

3.0 (2020-11-12)

12 Nov 20:12
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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)

23 Sep 17:45
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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.