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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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1.19.3 (#813)
## Improvements - CharacterDialogueTrees from a Unity asset bundle will now load properly and have translations supported ## Bug fixes - Sector cull groups now function properly (not erroneously enabled even without KeepLoaded) (fix #792) - Fixes a problem where projected slides are brighter than the source image (fix #755)
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commit
21d49587e5
@ -142,6 +142,13 @@ namespace NewHorizons.Builder.Props
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FixSectoredComponent(component, sector, existingSectors, detail.keepLoaded);
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}
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// Asset bundle is a real string -> Object loaded from unity
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// If they're adding dialogue we have to manually register the xml text
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if (!string.IsNullOrEmpty(detail.assetBundle) && component is CharacterDialogueTree dialogue)
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{
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DialogueBuilder.AddTranslation(dialogue._xmlCharacterDialogueAsset.text, null);
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}
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FixComponent(component, go, detail.ignoreSun);
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}
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catch(Exception e)
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@ -296,17 +303,6 @@ namespace NewHorizons.Builder.Props
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s.SetParentSector(sector);
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}
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else if (component is SectorCullGroup sectorCullGroup)
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{
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sectorCullGroup._controllingProxy = null;
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// fixes sector cull group deactivating renderers on map view enter and fast foward
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// TODO: does this actually work? what? how?
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sectorCullGroup._inMapView = false;
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sectorCullGroup._isFastForwarding = false;
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sectorCullGroup.SetVisible(sectorCullGroup.ShouldBeVisible(), true, false);
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}
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else if(component is SectoredMonoBehaviour behaviour && !existingSectors.Contains(behaviour._sector))
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{
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// not using SetSector here because it registers the events twice
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@ -376,7 +376,7 @@ namespace NewHorizons.Builder.Props
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}
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}
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private static void AddTranslation(string xml, string characterName = null)
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public static void AddTranslation(string xml, string characterName = null)
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{
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var xmlDocument = new XmlDocument();
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xmlDocument.LoadXml(xml);
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@ -54,7 +54,9 @@ namespace NewHorizons.External.Modules.Props
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public string quantumGroupID;
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/// <summary>
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/// Should this detail stay loaded even if you're outside the sector (good for very large props)
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/// Should this detail stay loaded (visible and collideable) even if you're outside the sector (good for very large props)?
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/// Also makes this detail visible on the map.
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/// Most logic/behavior scripts will still only work inside the sector, as most of those scripts break if a sector is not provided.
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/// </summary>
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public bool keepLoaded;
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@ -1342,7 +1342,7 @@
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},
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"keepLoaded": {
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"type": "boolean",
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"description": "Should this detail stay loaded even if you're outside the sector (good for very large props)"
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"description": "Should this detail stay loaded (visible and collideable) even if you're outside the sector (good for very large props)?\nAlso makes this detail visible on the map.\nMost logic/behavior scripts will still only work inside the sector, as most of those scripts break if a sector is not provided."
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},
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"hasPhysics": {
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"type": "boolean",
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@ -95,6 +95,10 @@ namespace NewHorizons.Utility.Files
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_textureCache.Clear();
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}
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/// <summary>
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/// used specifically for projected slides.
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/// also adds a border (to prevent weird visual bug) and makes the texture linear (otherwise the projected image is too bright).
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/// </summary>
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public static Texture2D Invert(Texture2D texture)
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{
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var key = $"{texture.name} > invert";
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@ -122,7 +126,7 @@ namespace NewHorizons.Utility.Files
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}
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}
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var newTexture = new Texture2D(texture.width, texture.height, texture.format, texture.mipmapCount != 1);
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var newTexture = new Texture2D(texture.width, texture.height, texture.format, texture.mipmapCount != 1, true);
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newTexture.name = key;
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newTexture.SetPixels(pixels);
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newTexture.Apply();
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@ -4,7 +4,7 @@
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"author": "xen, Bwc9876, JohnCorby, MegaPiggy, Clay, Trifid, and friends",
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"name": "New Horizons",
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"uniqueName": "xen.NewHorizons",
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"version": "1.19.2",
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"version": "1.19.3",
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"owmlVersion": "2.9.8",
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"dependencies": [ "JohnCorby.VanillaFix", "_nebula.MenuFramework", "xen.CommonCameraUtility", "dgarro.CustomShipLogModes" ],
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"conflicts": [ "Raicuparta.QuantumSpaceBuddies", "PacificEngine.OW_CommonResources" ],
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