5760 Commits

Author SHA1 Message Date
Noah Pilarski
50ccd32b8e add docks 2025-04-08 14:18:28 -04:00
xen-42
a6efef5ee3 Reword 2025-04-08 13:03:55 -04:00
xen-42
8f06cab729 Mention that audio clip and audio type also work 2025-04-08 13:02:43 -04:00
xen-42
ca1bc37014 Update manifest.json 2025-04-08 13:00:50 -04:00
xen-42
6767ab3548 Destroy flood sensors on docks 2025-04-08 12:46:36 -04:00
xen-42
53d20525bd
Added feature for custom credits music and scroll length (#1073)
Built a new feature to specify custom credits audio and scroll length
within GameOverModule.

- Added new creditsType: "custom"
- Added "audio", "audioVolume", "audioLooping", and "length" to
GameOverModule, which only work with custom creditsType.

Some code notes:
- I needed to bring an IModBehaviour down into
NHGameOverManager.LoadCreditsScene() to patch in the custom audio clip,
so there are some changes in other files to get it there. If there's a
better way to do this, let me know :)
2025-04-08 12:01:35 -04:00
xen-42
e02dd94cad Fixed a bug where changing an existing AudioSource to use a specific AudioClip resource didn't work 2025-04-08 11:54:07 -04:00
xen-42
ee776e384b Rewrite to support hijackdeathsequence, but haven't tested 2025-04-08 11:17:45 -04:00
josshmot
5d680277ec Patched in event for CreditsBuilt and refactored NHGameOverManager.LoadCustomCreditsScene() to implement it and remove the janky task 2025-04-08 17:30:43 +10:00
josshmot
0e6555d933 Neatened up NHGameOverManager.LoadCustomCreditsScene() and added some comments to explain things 2025-04-08 17:01:06 +10:00
josshmot
6d77b0b1d1 Fixed incorrect log level in NHGameOverManager.LoadCustomCreditsScene() 2025-04-08 16:50:31 +10:00
josshmot
5e0d44d911 Fixed credits music fade in still sometimes occuring 2025-04-05 13:07:30 +10:00
josshmot
8fcf7d3031 Removed audio fade in feature that wasn't working 2025-04-05 12:18:08 +10:00
josshmot
5cf7c18a51 Renamed a few things 2025-04-05 10:47:54 +10:00
josshmot
29f1c4ab8c Moved an if statement to a more appropriate place 2025-04-04 20:23:15 +10:00
josshmot
e94aced834 Made it explicitly required to provide IModeBehaviour for StartGameOverSequence() 2025-04-04 20:19:17 +10:00
josshmot
803d2d6e2d Fixed it so it actually works 2025-04-04 16:49:39 +10:00
josshmot
93c427b5e6 Added function for custom credits music and duration 2025-04-04 15:16:18 +10:00
xen-42
dd7bcbd5b1 Fix atmospherebuilder cull group (affected hazydreams) 2025-03-17 11:49:11 -04:00
xen-42
0633470297
Detailing docs (#1072)
update broken unity wiki links, and point to new prop placer mod
2025-03-16 20:38:44 -04:00
Will Corby
6971a3b040
Update troubleshooting.md 2025-03-16 15:16:44 -07:00
Will Corby
6f75a69d24
Update troubleshooting.md
point to prop placer mod
2025-03-16 15:16:31 -07:00
Will Corby
5ce402363f
Update details.md
fix OTHER broken link
2025-03-16 15:15:06 -07:00
Will Corby
c04905193f
Update details.md
fix broken link to wiki
2025-03-16 15:14:20 -07:00
xen-42
a4066db80b
Allow comet tails on vanilla bodies (#1069)
Made this because I tried to add a comet tail to ember twin but it kept
saying `Comet CaveTwin_Body does not orbit anything. That makes no
sense` because Orbit.primaryBody didn't have anything.
So now it grabs the primary body from the astro object but also takes
into account Orbit.primaryBody

![image](https://github.com/user-attachments/assets/bf79b4cb-b79c-4adc-af32-c0b09bf11a72)


## Bug fixes

- Fixed a bug that didn't allow comet tails to be made on unmoved
vanilla planets/moons.
2025-03-15 15:09:11 -04:00
xen-42
9a458ed7a1 Merge branch 'dev' into hawkbar-colliders 2025-03-15 15:06:09 -04:00
xen-42
df86526f7d Merge branch 'dev' into vanillaCometTails 2025-03-15 15:05:53 -04:00
xen-42
c9693f0845
Fix Build Workflow (#1070)
Build workflow uses a non-existent action to check changed files.
Switched it out for a simple call to `git`.

We'll need to:

1. Merge this to `main` so version PRs are updated correctly
2. Merge `main` to `dev` so feature PRs are updated
3. Every other branch should try to merge this in from `dev`
2025-03-15 15:05:28 -04:00
Ben C
d811b06f16
Powershell moment 2 2025-03-15 08:20:52 -04:00
Ben C
69c2c780b8
Powershell moment 2025-03-15 08:12:27 -04:00
Ben C
bbd1a9575b
Fix Build Workflow 2025-03-15 08:05:52 -04:00
Noah Pilarski
4519d2f257 Move to an extension 2025-03-15 02:58:34 -04:00
Will Corby
4b0d65a0ad
1.27.3 (#1065)
## Minor features

- Added a debug option for visualizing the names of custom bramble warp
volumes and their entrances/exits. Resolves #1066

## Bug fixes

- Fixed broken implementation of #1062 by changing
TranslationHandler.AddUI to take a bool for translations being
uppercase.
- NH-made spawn points now show up in Cheat And Debug Menu's spawn point
teleporter
v1.27.3
2025-03-14 23:56:51 -07:00
Will Corby
cedff98834
Make spawns show up in PlayerSpawner.FindPlanetSpawns (#1068)
## Bug fixes

- NH-made spawn points now show up in Cheat And Debug Menu's spawn point
teleporter
2025-03-14 23:51:05 -07:00
Noah Pilarski
cc73e40fd9 no need for this as it is already inactive 2025-03-15 02:46:55 -04:00
Noah Pilarski
1469669664 make spawns show up in PlayerSpawner.FindPlanetSpawns 2025-03-15 02:44:02 -04:00
Noah Pilarski
d759f1843b Allow comet tails on vanilla bodies 2025-03-15 02:16:21 -04:00
xen-42
b779d6e3d5
Add debug bramble name labels (#1067)
## Minor features

- Added a debug option for visualizing the names of custom bramble warp
volumes and their entrances/exits. Resolves #1066
2025-03-13 23:27:52 -04:00
Noah Pilarski
930aa480f0 Add bramble name labels 2025-03-13 22:27:48 -04:00
Noah Pilarski
8dce58c4a5
Do the overload with boolean for UI translations being uppercase (#1064)
## Bug fixes

- Fixed broken implementation of #1062 by changing
TranslationHandler.AddUI to take a bool for translations being
uppercase.
2025-03-09 17:59:31 -04:00
Noah Pilarski
917bb5463a Bump version 2025-03-07 07:57:05 -05:00
Noah Pilarski
e1dff03059 Do the overload with boolean for UI translations being uppercase 2025-03-07 07:35:26 -05:00
xen-42
70bfb8f3cd
1.27.2 (#1063)
## Improvements
- No longer forces all translations added with TranslationHandler.AddUI
into being uppercase. Fixes #1062.

## Bug fixes

- Fixed a config migration issue that was breaking Lonesome Lake
v1.27.2
2025-03-05 13:17:58 -05:00
xen-42
44e5ec32fd Do not make all UI translations uppercase by default but instead only do it to map markers directly (Fixes #1062) 2025-03-05 12:23:55 -05:00
xen-42
8e2e018f32 Update manifest.json 2025-03-05 12:15:58 -05:00
xen-42
129c9f594a Fix backwards compat that was breaking Lonesome Lake 2025-03-05 12:15:39 -05:00
xen-42
df7b5207ff
1.27.1 (#1061)
## Improvements
- The sphere colliders added to custom items and item sockets to make
them interactible no longer have collision by default. Mod authors can
restore the previous behavior by setting `colliderIsTrigger` to false.
Resolves #1054.
- Nomai scrolls created using `translatorTexts` no longer have
collision. This matches how scrolls behave in the base game.

## Bug fixes
- Fixed details not having collision if they were immediately
deactivated after being created (for instance, via
`activationCondition`)
- Fixed light sensors disabling themselves on activation if their detail
was immediately deactivated after being created
- Fixed quantum groups with number of objects equal to number of sockets
not having correct scales and including a duplicate of the final object.
v1.27.1
2025-03-01 18:53:21 -05:00
xen-42
d7699a4556 Update manifest.json 2025-03-01 15:48:05 -05:00
xen-42
39c4d4bc02 Merge branch 'main' into dev 2025-03-01 15:47:58 -05:00
xen-42
12fe7073a5 Fix having 4 quantum objects in one slot (remove unused item copy and allow scaling) 2025-03-01 15:45:59 -05:00