From db9052fae56794fa9baa6f1eedb82c8adad39ee0 Mon Sep 17 00:00:00 2001 From: Ben C Date: Sun, 1 May 2022 19:23:11 -0400 Subject: [PATCH] Made docs use horizontal rules after headers --- docs/Pipfile.lock | 32 +++++++++++++-------------- docs/content/pages/api.md | 1 + docs/content/pages/details.md | 4 ++++ docs/content/pages/dialogue.md | 1 + docs/content/pages/home.md | 4 ++++ docs/content/pages/secret.md | 1 + docs/content/pages/ship_log.md | 22 ++++++++++++++++++ docs/content/pages/translation.md | 1 + docs/content/pages/update_existing.md | 2 ++ 9 files changed, 52 insertions(+), 16 deletions(-) diff --git a/docs/Pipfile.lock b/docs/Pipfile.lock index 5f48b06d..6952676f 100644 --- a/docs/Pipfile.lock +++ b/docs/Pipfile.lock @@ -50,11 +50,11 @@ }, "click": { "hashes": [ - "sha256:24e1a4a9ec5bf6299411369b208c1df2188d9eb8d916302fe6bf03faed227f1e", - "sha256:479707fe14d9ec9a0757618b7a100a0ae4c4e236fac5b7f80ca68028141a1a72" + "sha256:7682dc8afb30297001674575ea00d1814d808d6a36af415a82bd481d37ba7b8e", + "sha256:bb4d8133cb15a609f44e8213d9b391b0809795062913b383c62be0ee95b1db48" ], "markers": "python_version >= '3.7'", - "version": "==8.1.2" + "version": "==8.1.3" }, "colorama": { "hashes": [ @@ -74,11 +74,11 @@ }, "elementpath": { "hashes": [ - "sha256:2a432775e37a19e4362443078130a7dbfc457d7d093cd421c03958d9034cc08b", - "sha256:3a27aaf3399929fccda013899cb76d3ff111734abf4281e5f9d3721ba0b9ffa3" + "sha256:1f41f1160aaae66bc25a8cb9451e5b31ca4553b6dccd9b57045205b005e5406e", + "sha256:c556a9b9dde47fdf05bb3ad525dfb43fc6becb95532a053f6a73024e586ead37" ], "markers": "python_version >= '3.7'", - "version": "==2.5.0" + "version": "==2.5.1" }, "htmlmin": { "hashes": [ @@ -96,11 +96,11 @@ }, "jinja2": { "hashes": [ - "sha256:539835f51a74a69f41b848a9645dbdc35b4f20a3b601e2d9a7e22947b15ff119", - "sha256:640bed4bb501cbd17194b3cace1dc2126f5b619cf068a726b98192a0fde74ae9" + "sha256:31351a702a408a9e7595a8fc6150fc3f43bb6bf7e319770cbc0db9df9437e852", + "sha256:6088930bfe239f0e6710546ab9c19c9ef35e29792895fed6e6e31a023a182a61" ], "markers": "python_version >= '3.7'", - "version": "==3.1.1" + "version": "==3.1.2" }, "json-minify": { "hashes": [ @@ -114,7 +114,7 @@ "sha256:66784a3d37c8f730588524cc8f103448847533f067ba8b5d76e7667675ee31f1", "sha256:ed900db6b19b41bf681513c48ae5e403632878745775ddfc8d5b73438d2930fe" ], - "markers": "python_version >= '3.7' and python_version < '4'", + "markers": "python_version >= '3.7' and python_version < '4.0'", "version": "==0.40.2" }, "jsonschema": { @@ -135,11 +135,11 @@ }, "markdown2": { "hashes": [ - "sha256:8f4ac8d9a124ab408c67361090ed512deda746c04362c36c2ec16190c720c2b0", - "sha256:91113caf23aa662570fe21984f08fe74f814695c0a0ea8e863a8b4c4f63f9f6e" + "sha256:412520c7b6bba540c2c2067d6be3a523ab885703bf6a81d93963f848b55dfb9a", + "sha256:f344d4adfba5d1de821f7850b36e3507f583468a7eb47e6fa191765ed0b9c66b" ], - "markers": "python_version >= '3.5' and python_version < '4'", - "version": "==2.4.2" + "markers": "python_version >= '3.5' and python_version < '4.0'", + "version": "==2.4.3" }, "markupsafe": { "hashes": [ @@ -222,7 +222,7 @@ "sha256:5053fc5ca7b8a281081274702ebf1584e341f40a68e6ab8f6b4b79f4b3fdf18e", "sha256:8e8226f15c0b25565aa391797963b78c95930e12efc40e905153130783e766be" ], - "markers": "python_version >= '3.8' and python_version < '4'", + "markers": "python_version >= '3.8' and python_version < '4.0'", "version": "==0.1.0" }, "packaging": { @@ -453,7 +453,7 @@ "sha256:44ece4d53fb1706f667c9bd1c648f5469a2ec925fcf3a776667042d645472c14", "sha256:aabaf16477806a5e1dd19aa41f8c2b7950dd3c746362d7e3223dbe6de6ac448e" ], - "markers": "python_version >= '2.7' and python_version not in '3.0, 3.1, 3.2, 3.3, 3.4' and python_version < '4'", + "markers": "python_version >= '2.7' and python_version not in '3.0, 3.1, 3.2, 3.3, 3.4' and python_version < '4.0'", "version": "==1.26.9" }, "xmlschema": { diff --git a/docs/content/pages/api.md b/docs/content/pages/api.md index b87fb847..98713d2e 100644 --- a/docs/content/pages/api.md +++ b/docs/content/pages/api.md @@ -2,6 +2,7 @@ Title: API Sort_Priority: 40 ## How to use the API +___ First create the following interface in your mod: diff --git a/docs/content/pages/details.md b/docs/content/pages/details.md index e9c6d468..01326340 100644 --- a/docs/content/pages/details.md +++ b/docs/content/pages/details.md @@ -2,6 +2,7 @@ Title: Detailing Sort_Priority: 90 ## Details/Scatterer +___ For physical objects there are currently two ways of setting them up: specify an asset bundle and path to load a custom asset you created, or specify the path to the item you want to copy from the game in the scene hierarchy. Use the [Unity Explorer](https://outerwildsmods.com/mods/unityexplorer){ target="_blank" } mod to find an object you want to copy onto your new body. Some objects work better than others for this. Good luck. Some pointers: - Use "Object Explorer" to search @@ -9,6 +10,7 @@ For physical objects there are currently two ways of setting them up: specify an - Generally you can find planets by writing their name with no spaces/punctuation followed by "_Body". ## Asset Bundles +___ Here is a template project: [Outer Wilds Unity Template](https://github.com/xen-42/outer-wilds-unity-template){ target="_blank" } @@ -47,10 +49,12 @@ public class CreateAssetBundles 6. Copy the asset bundle and asset bundle .manifest files from StreamingAssets into your mod's "planets" folder. If you did everything properly they should work in game. To double-check everything is included, open the .manifest file in a text editor to see the files included and their paths. ## Importing a planet's surface from Unity +___ Making a planet's entire surface from a Unity prefab is the exact same thing as adding one single big detail at position (0, 0, 0). ## Examples +___ To add a Mars rover to the red planet in [RSS](https://github.com/xen-42/outer-wilds-real-solar-system), its model was put in an asset bundle as explained above, and then the following was put into the `Props` module: diff --git a/docs/content/pages/dialogue.md b/docs/content/pages/dialogue.md index f2d135a0..24adbdb3 100644 --- a/docs/content/pages/dialogue.md +++ b/docs/content/pages/dialogue.md @@ -2,6 +2,7 @@ Title: Dialogue Sort_Priority: 50 ## Dialogue +___ Here's an example dialogue XML: diff --git a/docs/content/pages/home.md b/docs/content/pages/home.md index 373831fc..1005af27 100644 --- a/docs/content/pages/home.md +++ b/docs/content/pages/home.md @@ -5,10 +5,12 @@ Sort_Priority: 100 ![New Horizons Logo]({{ 'images/home/home_logo.webp'|static }}) # Outer Wilds New Horizons +___ This is the official documentation for [New Horizons](https://github.com/xen-42/outer-wilds-new-horizons){ target="_blank" } ## Getting Started +___ Before starting, go into your in-game mod settings for New Horizons and switch Debug mode on. This allows you to: @@ -114,11 +116,13 @@ To see all the different things you can put into a config file check out the [Ce Check out the rest of the site for how to format [star system]({{ 'Star System Schema'|route}}), [dialogue]({{ 'Dialogue Schema'|route}}), [ship log]({{ 'Shiplog Schema'|route}}), and [translation]({{ 'Translation Schema'|route}}) files! ## Publishing Your Mod +___ Once your mod is complete, you can use the [addon creation tool](https://outerwildsmods.com/custom-worlds/create/){ target="_blank" } to upload your mod to the database. Alternatively, you can use the [planet creation template](https://github.com/xen-42/ow-new-horizons-config-template#readme){ target="_blank" } GitHub template if you're familiar with Git and GitHub ## Helpful Resources +___ The texturemap/heightmap feature was inspired by the Kerbal Space Program mod Kopernicus. A lot of the same techniques that apply to planet creation there apply to New Horizons. If you need help with planetary texturing, check out [The KSP texturing guide](https://forum.kerbalspaceprogram.com/index.php?/topic/165285-planetary-texturing-guide-repository/){ target="_blank" }. diff --git a/docs/content/pages/secret.md b/docs/content/pages/secret.md index b9277458..31faba0b 100644 --- a/docs/content/pages/secret.md +++ b/docs/content/pages/secret.md @@ -3,6 +3,7 @@ Description: Hehe funny secret Hide_In_Nav: True # Hello!! +___ Uh idk what to put here thought it would be funny haha diff --git a/docs/content/pages/ship_log.md b/docs/content/pages/ship_log.md index 112d6109..b9073911 100644 --- a/docs/content/pages/ship_log.md +++ b/docs/content/pages/ship_log.md @@ -3,9 +3,11 @@ Description: A guide to editing the ship log in New Horizons Sort_Priority: 70 # Intro +___ Welcome! this page outlines how to create a custom ship log. ## Helpful Mods +___ These mods are useful when developing your ship log @@ -14,6 +16,7 @@ These mods are useful when developing your ship log - [Save Editor](https://outerwildsmods.com/mods/saveeditor){ target="_blank" } ## Helpful Tools +___ These tools/references are highly recommended @@ -24,10 +27,12 @@ These tools/references are highly recommended - [The Examples Mod](https://github.com/xen-42/ow-new-horizons-examples){ target="_blank" } # Understanding Ship Logs +___ First thing's first, I'll define some terminology regarding ship logs in the game, and how ship logs are structured. ## Entries +___ An entry is a card you see in rumor mode, it represents a specific area or concept in the game, such as Timber Hearth's village or the southern observatory on Brittle Hollow. @@ -53,6 +58,7 @@ Entries can be children of other entries, meaning they'll be smaller. *The murals at the old settlement on Brittle Hollow are examples of child entries* ## Rumor Facts +___ A rumor fact represents the information you might hear about a specific area or concept, usually, you get these through dialogue or maybe by observing a faraway planet. @@ -60,18 +66,21 @@ dialogue or maybe by observing a faraway planet. ![rumorFactExample]({{ "images/ship_log/rumor_example.webp"|static }}) ## Explore Facts +___ Explore facts represent the information you learn about a specific area or concept. ![exploreFactExample]({{ "images/ship_log/explore_example.webp"|static }}) # The XML +___ Now that we know some terminology, let's get into how the XML works. Every planet in the ship log is represented by a single XML file, you can see this if you use the unity explorer mod and navigate to ShipLogManager. ## Example File +___ ```xml @@ -150,6 +159,7 @@ navigate to ShipLogManager. ``` ## Using The Schema +___ In the example XML, you may notice something like `xsi:noNamespaceSchemaLocation` at the top, this tells whatever editor you're using that the file at that link is the schema. The game simply ignores this though, so it won't be able to catch @@ -158,6 +168,7 @@ Some editors may require you to [Trust](https://code.visualstudio.com/docs/edito the schema file. Doing this varies per-editor, and you may also have to right-click the link and click download. ## Loading The File +___ You can load your XML file to your planet by doing adding the following to your planet's config @@ -172,6 +183,7 @@ You can load your XML file to your planet by doing adding the following to your # Rumor Mode Options ## Entry Layout +___ By default, entries in rumor mode are laid out by rows, where each row is one planet. This will not make for a perfect layout, so you can use the `entryPositions` property to change them @@ -205,6 +217,7 @@ For example, if I want to change an entry with the ID of `EXAMPLE_ENTRY` and ano *A set of entries laid out with auto mode* ## Images +___ Custom entry images are a bit different from other custom images, instead of pointing to each file for each entry, you point to a folder: @@ -224,6 +237,7 @@ you set alternate sprites by making a file with the entry's ID and `_ALT` at the would be `EXAMPLE_ENTRY_ALT.png`. ## Curiosity Colors +___ Colors for each curiosity is given in a list, so if I wanted the curiosity `EXAMPLE_ENTRY` to have a color of blue: @@ -256,8 +270,10 @@ Colors for each curiosity is given in a list, so if I wanted the curiosity `EXAM *The curiosity's color is changed to blue* # Map Mode Options +___ ## Layout +___ Layout in map mode can be handled in two different ways, either manual or automatic, if you try to mix them you'll get an error. @@ -424,10 +440,12 @@ between Ash Twin and Ember Twin) As you can see, they have similar properties to planets, with the addition of rotation # Revealing Facts +___ Of course, having a custom ship log is neat and all, but what use is it if the player can't unlock it? ## Initial Reveal +___ You can set facts to reveal as soon as the player enters the system by adding the `initialReveal` property @@ -443,6 +461,7 @@ You can set facts to reveal as soon as the player enters the system by adding th ``` ## Signal Discovery +___ You can set a fact to reveal as soon as a signal is identified by editing the signal's `Reveals` attribute @@ -463,6 +482,7 @@ You can set a fact to reveal as soon as a signal is identified by editing the si ``` ## Dialogue +___ You can set a fact to reveal in dialogue with the `` tag @@ -484,6 +504,7 @@ You can set a fact to reveal in dialogue with the `` tag ``` ## Reveal Volumes +___ Reveal volumes are triggers/colliders in the world that can unlock facts from a variety of actions. Reveal volumes are specified in the `Props` module, its key is `reveal`. @@ -551,6 +572,7 @@ trigger the reveal ``` # Setting Entry Locations +___ Entry locations are the "Mark On HUD" option you see when in map mode, this allows the player to go back to where they were in the event of the big funny. diff --git a/docs/content/pages/translation.md b/docs/content/pages/translation.md index 4b80fee4..0ad0e362 100644 --- a/docs/content/pages/translation.md +++ b/docs/content/pages/translation.md @@ -2,6 +2,7 @@ Title: Translations Sort_Priority: 60 ## Translations +___ There are 12 supported languages in Outer Wilds: english, spanish_la, german, french, italian, polish, portuguese_br, japanese, russian, chinese_simple, korean, and turkish. diff --git a/docs/content/pages/update_existing.md b/docs/content/pages/update_existing.md index b0eaf921..3b956314 100644 --- a/docs/content/pages/update_existing.md +++ b/docs/content/pages/update_existing.md @@ -2,6 +2,7 @@ Title: Update Planets Sort_Priority: 80 ## Update Existing Planets +___ Similar to above, make a config where "Name" is the name of the planet. The name should be able to just match their in-game english names, however if you encounter any issues with that here are the in-code names for planets that are guaranteed to work: `SUN`, `CAVE_TWIN` (Ember Twin), `TOWER_TWIN` (Ash Twin), `TIMBER_HEARTH`, `BRITTLE_HOLLOW`, `GIANTS_DEEP`, `DARK_BRAMBLE`, `COMET` (Interloper), `WHITE_HOLE`, `WHITE_HOLE_TARGET` (Whitehole station I believe), `QUANTUM_MOON`, `ORBITAL_PROBE_CANNON`, `TIMBER_MOON` (Attlerock), `VOLCANIC_MOON` (Hollow's Lantern), `DREAMWORLD`, `MapSatellite`, `RINGWORLD` (the Stranger). @@ -20,6 +21,7 @@ You can also delete parts of an existing planet. Here's part of an example confi In `childrenToDestroy` you list the relative paths for the children of the planet's gameObject that you want to delete. ## Destroy Existing Planets +___ You do this (but with the appropriate name) as its own config. ```json