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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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Merge branch 'dev' into eye-of-the-universe
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commit
4640cda4fd
@ -143,7 +143,7 @@ namespace NewHorizons.Builder.Props
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_preCrashRecorderPrefab.name = "Prefab_NOM_Recorder_Vessel";
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_preCrashRecorderPrefab.transform.rotation = Quaternion.identity;
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_trailmarkerPrefab = SearchUtilities.Find("BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/Sector_NorthPole/Sector_HangingCity/Sector_HangingCity_District2/Interactables_HangingCity_District2/Prefab_NOM_Sign");
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_trailmarkerPrefab = SearchUtilities.Find("BrittleHollow_Body/Sector_BH/Sector_NorthHemisphere/Sector_NorthPole/Sector_HangingCity/Sector_HangingCity_District2/Interactables_HangingCity_District2/Prefab_NOM_Sign").InstantiateInactive();
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_trailmarkerPrefab.name = "Prefab_NOM_Trailmarker";
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_trailmarkerPrefab.transform.rotation = Quaternion.identity;
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}
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@ -537,6 +537,9 @@ namespace NewHorizons.Builder.Props
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trailmarkerObject.transform.position = planetGO.transform.TransformPoint(info?.position ?? Vector3.zero);
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// shrink because that is what mobius does on all trailmarkers or else they are the size of the player
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trailmarkerObject.transform.localScale = Vector3.one * 0.75f;
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if (info.rotation != null)
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{
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trailmarkerObject.transform.rotation = planetGO.transform.TransformRotation(Quaternion.Euler(info.rotation));
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@ -230,5 +230,20 @@ namespace NewHorizons.Patches
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AchievementHandler.OnRevealFact();
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(ShipLogFact), nameof(ShipLogFact.GetText))]
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public static bool ShipLogFact_GetText(ShipLogFact __instance, ref string __result)
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{
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if (ShipLogHandler.IsModdedFact(__instance.GetID()))
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{
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__result = TranslationHandler.GetTranslation(__instance._text, TranslationHandler.TextType.SHIPLOG);
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return false;
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}
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else
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{
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return true;
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}
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}
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}
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}
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@ -119,9 +119,9 @@ namespace NewHorizons.Utility
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var name = names.Last();
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if (warn) Logger.LogWarning($"Couldn't find object in path {path}, will look for potential matches for name {name}");
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// 3: find resource to include inactive objects
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// also includes prefabs but hopefully thats okay
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go = FindResourceOfTypeAndName<GameObject>(name);
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// 3: find resource to include inactive objects (but skip prefabs
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go = Resources.FindObjectsOfTypeAll<GameObject>()
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.FirstOrDefault(x => x.name == name && x.scene.name != null);
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if (go)
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{
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CachedGameObjects.Add(path, go);
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