## Minor features
- Can set `displaySlides` on a slide reel now to define which slide
indices should be displayed on the physical reel model. Fixes#888.
## Improvements
- Slide reels are now streamed (Fixes#898). Other projectors (auto,
torch) are not streamed yet.
- Empty slide reel slots are now transparent on the slide reel model.
Requires existing slide reel caches to be cleared.
## Bug fixes
- Fixed a 3 frame hitch when changing tools
So the strategy is:
If the cache does not exist, do nothing different. It will take like 5
minutes and all your memory but that doesn't matter that's on the dev to
make sure that they pre-gen the caches (the sequential pre-caching
option should stop you running out of memory when making the cache
probably). Users won't experience any of that
Then we just do not ever load the inverted cached images when loading
slides from the cache. Only do it right as the player is about to see a
slide, by patching any base game method that tries to get a streamed
slide. We currently do not change how auto-projectors and vision torches
work.
TODO:
- [x] Track who is requesting to load what image so that an unsocketed
slide reel doesnt unload all slides
- [x] Investigate why load times are longer
- [x] Make loading the images async (on an SSD doing it sync is
unnoticeable but might be on older hardware)
- [x] I need somebody to test this on an HDD and see that the slide
reels are actually loading async without hitching
- [x] When slotting slide reels in on EOTP you get a ~3 frame drop. Does
not affect NH Examples (smaller images). Need to figure out why (since
this is meant to be async it shouldnt matter the image size)
In EOTP I save 6 seconds of load time and 3.5gb of memory (6.5gb vs
10gb)
## Major features
- Added a new `EyeOfTheUniverse` module to the planet body config for
features specific to the Eye of the Universe scene.
- Added `eyeTravelers`, `quantumInstruments`, and `instrumentZones` to
the `EyeOfTheUniverse` module to support adding new travelers and
instrument 'puzzles' to the Eye of the Universe in a
compatibility-minded way.
## Improvements
- When custom travelers are present, a new custom audio scheduler is
used for the campfire song at the Eye of the Universe to reduce
desyncing and remove the awkward cross-fade into the finale audio clip.
- the player no longer violently gets hurled out of the vessel when warping to custom-made system
- possible issues involving violent hurling also happening with the ship when warping into other nh systems may have been fixed as well
## Major features
- Translation for the Portuguese (Brazil) language based on current
English translation file.
I tried to keep game's actual context translations by extracting its
actual pt_BR file and checking translation choices made throughout the
game.
Hope this little contribution is welcome.