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Fix for "Cave Revamp" update #91
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developer9998
commented
Jul 28, 2023
- Fix object paths for computer locations and scene renderers
- Added more error notices during initalizing for easier bug fixing
- Made StartZone not be set right away to prevent computers from not spawning correctly
- Fix PhotonNetworkController references in BaseGameInterface
- Other minimal changes when initalizing CustomScreenInfo (Parenting done so you can't see monitors through other maps)
- Fix object paths for computer locations and scene renderers - Added more error notices during initalizing for easier bug fixing - Made StartZone not be set right away to prevent computers from not spawning correctly - Fix PhotonNetworkController references in BaseGameInterface - Other minimal changes when initalizing CustomScreenInfo (Parenting done so you can't see monitors through other maps)
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can it release yet? |
no |
Why? |
The Person who made computer interface Has to merge it. |
This is mainly done to fix the execution time for disabling mods disabled by CI, without these changes on initialized all mods would be visible no matter if they were disabled or not
For those trying to "fix" these mods:
I recommend you to just wait until a verified fix gets released for each mod, including this one. |
Phew that's been bugging me for a bit |
Hopefully this gets merged |
- Applied zone data for finding the combinedScene object - Fixed non-treehouse keys not loading due to some of them lacking a material
- Switch back to older model, most people think it's way better anyway - Switched some references of "IComputerView" to "ComputerView" because I thought it would fix and error but turns out the error was caused by something else but whatever - Updated position and such for monitor - Fixed removing monitor for Stump
TODO:
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Minor Tweaks: - Activated commands and cleaned up the CommandRegistrar class - Updated setting voice chat state and instrument volume - For commands pressing the Up arrow will return your previous command after execution, based off of the custom computer that was on Quest, feature shown off here: https://youtu.be/DoUaos80V_M?si=nKWxfddkME_9fp66&t=455 - Renamed Computer Display Settings to Computer Settings - Adjusted Group join info - Adjusted Item settings info Major Tweaks: - Added different monitors - There are two monitors, one slim "Classic" and another bulky "Modern" - Monitors can be changed at any time in the Computer Settings tab or using BepInEx configuration - Rebuilt AssetBundle for the mod to include both monitors, more optimizations, and fix for shaders since the game uses URP now
For those trying to "fix" these mods:
I recommend you to just wait until a verified fix gets released for each mod, including this one. |
So is computer interface been fixed? |
Use at your own risk |
great |
btw i just tested it and there is still a couple things wrong with it. the normal computer which is normally behind it is not there anymore.when you go on to a mod channel like "monke map loader" it freezes entirely. |
The "normal computer" is supposed to go away, I also fixed that. MonkeMapLoader is currently broken, so wait for the mod to be fixed. |
ok |
the freezing thing happens on all mod option pages.Is that normal? |
freezing? please be more specific |
i will dm you a vid of what happens |
- Added a warning view to display whenever the game is outdated or the system isn't connected to internet - Other things, I dunno
Last commit most definitely needs some polish |
if (_material == null) | ||
{ | ||
_originalColor = buttonColor; | ||
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var baseRenderer = GetComponent<Renderer>(); | ||
if (baseRenderer.material == null) | ||
{ | ||
_material = new Material(Shader.Find("Legacy Shaders/Diffuse")) | ||
{ | ||
color = buttonColor | ||
}; | ||
goto PrepareColour; | ||
} | ||
baseRenderer.material.color = buttonColor; | ||
goto PrepareColour; | ||
} | ||
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_material.color = buttonColor; | ||
_originalColor = buttonColor; | ||
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PrepareColour: |
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This logic doesn't make sense, why is _originalColor
always set to the new color? Also, GOTO considered harmfull, you should almost never use it
internal interface IWarning | ||
{ | ||
String getWarningMessage(); | ||
} | ||
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public class GeneralWarning : IWarning | ||
{ | ||
private String message; | ||
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public GeneralWarning(String message) | ||
{ | ||
this.message = message; | ||
} | ||
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public String getWarningMessage() => message; | ||
} | ||
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public class OutdatedWarning : IWarning | ||
{ | ||
public String getWarningMessage() => "You aren't on the latest version of Gorilla Tag, please update your game to continue playing with others."; | ||
} | ||
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public class NoInternetWarning : IWarning | ||
{ | ||
public String getWarningMessage() => "You aren't connected to an internet connection, please connect to a valid connection to continue playing with others."; | ||
} | ||
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public class TemporaryBanWarning : IWarning | ||
{ | ||
private String reason; | ||
private int hoursRemaining; | ||
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public TemporaryBanWarning(String reason, int hoursRemaining) | ||
{ | ||
this.reason = reason; | ||
this.hoursRemaining = hoursRemaining; | ||
} | ||
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public String getWarningMessage() => $"You have been temporarily banned. You will not be able to play with others until the ban expires.\nReason: {reason}\nHours remaining: {hoursRemaining}"; | ||
} | ||
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public class PermanentBanWarning : IWarning | ||
{ | ||
private String reason; | ||
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public PermanentBanWarning(String reason) | ||
{ | ||
this.reason = reason; | ||
} | ||
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public String getWarningMessage() => $"You have been permanently banned.\nReason: {reason}"; | ||
} |
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Doing this makes invalid states unrepresentable. We never have to worry about object[] warnParams having the wrong number of params, or params of the wrong types, and every warning will always have a message associated with it (if there was a new warning type, it would be easy to forget to update the switch to handle it)
should we provide the source unity project for the monitor assets somewhere? maybe inside the resources folder alongside the assetbundle? it could make contributions easier in the future if others don't have to rip the resources and potentially break them along the way |
how do i install this? |
Does this fix still work? |
It doesn't load in Forest |
the zone indexes changed recently so it only works in certain maps, its very easy to fix but it looks like that hasnt been done to this PR yet |
Ah okay |