Radars are still screwed up. The T1 radar not working when you build it when you have no power bug is fixed... but if you turn the radar off (toggle energy orders) it uses no power but still works (shows dots on map).
So T2 still suffers from the bug. T1 is fixed but you can turn it off and it still works but costs no power?
I just tested this in PTE as well. Here is how to reproduce it. You start the game. You join a game your name will be correct (Display name). You leave the game and join another one or the same one. Your name will now be your username not your display name. This will stay this way for any further matches without a restart. @garat @sorian
This can be fixed by changing line 133 (in the current stable build) of start.js from this: var bestName = self.uberName(); to this: var bestName = self.displayName() == '' ? self.uberName() : self.displayName(); The underlying cause seems to be that self.uberUserInfo is only set in the loginprocess and is forgotten after you move away from the scene, so it stays empty and the computed falls back to use the ubername.
****. Well, @garat, check the t1 radar, t2 radar, AND orbital/deepspace radars for this. Because not tested on PTE yet, but if you didn't change it then it still probably exists, but one of my streams around release shows "Deepspace Radar" build during a power stall never work. I thought it was and enemy was just dormant. Turned out, destructed deepspace radar, built new with positive eco, ALLTHETHINGS showed up at once.
Yep that's right with the power thing, if you turn radars off they don't use power but still work (T1 and T2, maybe deepspace orbital as well, haven't checked). Hmm T2 radar doesn't seeeeeem to have the bug anymore (the building it when you have no power one), just played another game and it seemed okay.
I know you work on a bunch of mods, so FYI that can be simplified like so: Code: var bestName = self.displayName() || self.uberName();
BWAHAHAHAHAHAH, trust us. This stuff is the stuff we want to see. It's the good stuff. I work with programmers/developers and they always leave stuff like that in the commit notes. I see it sometimes. It's great.
I don't mind stuff like that sneaking into PTE notes, but I appreciate you guys calling out. Not really appropriate for full stable release notes.
just tested this and t1 + t2 radar both show markers if deactivated and i also found out that deactivating a radar when you have no power stops it from finding markers completely even if reactivated when you have the power to run it the ground orbital radar has this power bug too both orbital layer radars are working fine, no bugs for them
FYI - Varrak has been chronicling his fight for RAM freedom here: https://forums.uberent.com/threads/low-ram-warning.63906/
@garat It would be really cool if this can fix could be in the next build, this issue is utterly annoying and it actuallyl causes some bugs for PA Stats in some cases. :S