5063 Commits

Author SHA1 Message Date
Nick
6a3473d291 Comments 2024-06-04 00:50:12 -04:00
Nick
a0eb445dcb If parent cant be found try creating prop again 2024-06-04 00:46:41 -04:00
Will Corby
d87b2d0a0a
1.20.3 (#880)
## Minor features

- Added `parentPath` to scatter. This parent should be at the position
where you'd like to scatter (which would usually be zero).

## Improvements
- Now avoiding unnecessary EndConversation calls. (Fix #859)

## Bug fixes

- Prevents a softlock when at the eye (JohnCorby's fault) (Fix #865)
- Pause on load like in base game (Fix #783)
- Fixed disabled reference frames not being disabled (for the third
time)
- Fixed sectors being rotated on tidally locked bodies
- Fixed scatter not working properly on tidally locked bodies
- Fixed returning to solar system radius not being calculated correctly
- Supposedly fixed rafts but didn't actually (wtf Hawkbar!)
- Stop popups spamming your entire save file potentially.
v1.20.3
2024-06-03 21:00:01 -07:00
Nick
0f56b59d63 Update manifest.json 2024-06-03 23:06:10 -04:00
xen-42
802d6e13ee
Fix the solar system radius calculation (#869)
## Bug fixes

- Fixed returning to solar system radius not being calculated correctly
2024-06-03 22:54:33 -04:00
xen-42
fe896a5bc2
Scatter parenting and fixes for tidally locked bodies (#872)
## Minor features

- Added `parentPath` to scatter. This parent should be at the position
where you'd like to scatter (which would usually be zero).

## Bug fixes

- Fix scatter not working properly on tidally locked bodies
2024-06-03 22:52:25 -04:00
Nick
e617d98e1f Add comment 2024-06-03 22:52:04 -04:00
xen-42
803a6c2404
Fix sectors being rotated on tidally locked bodies (#870)
## Bug fixes

- Fixed sectors being rotated on tidally locked bodies
2024-06-03 22:50:04 -04:00
Nick
e74e690ef8 Add a comment 2024-06-03 22:49:26 -04:00
xen-42
5e237d5521
Fix disabled reference frames not being disabled AGAIN (#873)
## Bug fixes

- Fix disabled reference frames not being disabled (I swear I've done
this 3 times now)
2024-06-03 22:47:07 -04:00
xen-42
fef13f6710
Check InConversation to avoid unnecessary EndConversation calls (#877)
## Improvements

- fix #859: CharacterDialogueTree.InConversation is now checked in our
attachment patch to avoid unnecessary EndConversation calls.
2024-06-03 22:46:04 -04:00
Will Corby
2fe4267794
Fix eye softlock maybe (#874)
## Bug fixes

- fix #865: dont softlock when at the eye (johncorby's fault) 
- fix #783: pause on load like base game does
2024-06-03 13:06:40 -07:00
Ben C
230f4e842e Updated Schemas 2024-06-02 16:47:54 +00:00
Noah Pilarski
e40460845c Add different slide reel prefabs 2024-06-02 12:45:12 -04:00
Ben C
2e7f1b7508 Updated Schemas 2024-06-02 03:02:27 +00:00
Noah Pilarski
6951a40e58 Add map marker display distance overrides and make a map marker module 2024-06-01 23:00:51 -04:00
Noah Pilarski
fc1f25a70d check InConversation to avoid unnecessary EndConversation calls (#859)
even though this already happens in CharacterDialogueTree.EndConversation itself, I did it for Ixrec anyways.
2024-06-01 22:19:03 -04:00
JohnCorby
79ad86467f format 2024-06-01 12:59:26 -07:00
JohnCorby
8ec148bb9a do things as properly as i can 2024-06-01 12:30:52 -07:00
JohnCorby
1d41360c00 forgot to pass in the right arguments 2024-06-01 10:34:49 -07:00
JohnCorby
7489ecb7f8 MAYBE fix eye softlock (and use owml methods instead of copied qsb ones) 2024-06-01 00:43:31 -07:00
JohnCorby
b04ee6885b dont spam recenter on spawn 2024-05-31 21:13:32 -07:00
Noah Pilarski
4719831f45 Set reference frame collider radius to just above zero
because it being at zero makes it use the sphereOfInfluence instead
2024-05-31 06:33:05 -04:00
Noah Pilarski
6a516ef6af Move scatter after details
So that we can parent it to a root detail
2024-05-31 06:18:45 -04:00
Noah Pilarski
aa73043480 Allow adding an xml to an existing dialogue that had a null asset 2024-05-31 06:01:20 -04:00
Noah Pilarski
f27bb25f86 Search in body instead of doing search utilities 2024-05-31 05:59:07 -04:00
Noah Pilarski
14cf9ced3b Fix the solar system radius calculation
needs to divide not multiply
2024-05-31 00:13:56 -04:00
Noah Pilarski
5027ca8fd0 Update schemas 2024-05-31 00:13:28 -04:00
Noah Pilarski
90f7d23479 Make it local so that scatter works on tidally locked bodies 2024-05-31 00:13:28 -04:00
Noah Pilarski
892bf624f4 Fix sectors being rotated on tidally locked bodies 2024-05-31 00:13:04 -04:00
Noah Pilarski
3265f8b076 Add parentPath to scatter 2024-05-31 00:11:36 -04:00
Noah Pilarski
fb9e10fee7
Fix and update xsd schemas (#866)
## Improvements

- Added ReuseDialogueOptionsListFrom, DisablePersistentCondition, and
ParentIgnoreNotRevealed to their respective schemas
- Specify (and also correct some) minOccurs & maxOccurs on EVERYTHING
(this one is for you visual studio)

- Rearranged things to better match the xmls from vanilla
2024-05-30 23:49:40 -04:00
Noah Pilarski
c9132a1450 rearrange things
to somewhat match base games's xmls even if they aren't always consistent there
2024-05-24 03:24:27 -04:00
Noah Pilarski
811299579e Fix and update xsd schemas 2024-05-24 03:07:41 -04:00
Will Corby
34763884f2
Fix wrong merge (#864)
Accidently merged into wrong branch so uhh yeah
2024-05-23 12:33:04 -07:00
Noah Pilarski
981ba7e6ae
Allow rafts to change water fluids and stop NRE if one isn't set (#862)
## Bug fixes
- Rafts spawned with New Horizons update their "alignment volume" when
they enter water volumes, allowing them to move between different bodies
of water or be spawned on planets without oceans. Fixes #846 .
2024-05-20 14:25:39 -04:00
Noah Pilarski
6a636581d3
Popups read spam (#863)
## Bug fixes
- Fix save file bloat from reading popups
2024-05-20 14:23:19 -04:00
Nick
566d840ada Update NewHorizonsData.cs 2024-05-19 14:36:50 -04:00
Joshua Thome
2e68c57e66 Allow spawned rafts to change water fluids and prevent NRE if one isn't set 2024-05-18 07:49:48 -05:00
xen-42
e8a921d16f
1.20.2 (#856)
## Minor features
- To avoid having to copy paste a repeated `DialogueOptionsList`, you
can instead put `ReuseDialogueOptionsListFrom` and reference another
`DialogueNode` whose options you want to repeat. Implements #854

## Improvements
- Now uses selected language instead of system language when making
strings fully uppercase or lowercase in translations
v1.20.2
2024-04-30 19:08:53 -04:00
xen-42
17aaa9cb91
Update README.md 2024-04-30 19:08:04 -04:00
xen-42
70f3e92b56
ReuseDialogueOptionsListFrom (#855)
## Minor features
- To avoid having to copy paste a repeated `DialogueOptionsList`, you
can instead put `ReuseDialogueOptionsListFrom` and reference another
`DialogueNode` whose options you want to repeat. Implements #854
2024-04-30 18:57:41 -04:00
xen-42
0cf6fd0a77
Locale Extensions (#852)
## Improvements

- Now uses selected language instead of system language when making
strings fully uppercase or lowercase in translations
2024-04-30 18:01:17 -04:00
Nick
5392a1f3b5 Fix dialogue reuse thing not including dialogue added by other mods 2024-04-30 18:00:07 -04:00
Nick
037d3e02f5 Prisoner and maybe solanum dialogue are really weird and idk it NREs here but this fixes it 2024-04-30 00:49:36 -04:00
Nick
71dafe9046 Fix translation issues when reusing dialogue options 2024-04-29 14:26:16 -04:00
Nick
8a983f18ce Fix an NRE I just got 2024-04-29 12:46:40 -04:00
Nick
a7bbbc1bd1 Clean up some code to avoid making a billion XmlDocuments 2024-04-29 12:46:27 -04:00
Nick
700baec85a Implement the feature 2024-04-29 12:07:50 -04:00
Noah Pilarski
a21b2c693c Display name is localized so don't use + account for custom langs
tested on the 3 current custom languages Czech Icelandic and Andalûh (Andalûh didn't work because it doesn't have a windows culture)
2024-04-27 21:07:36 -04:00