You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
My free time is gonna be a lot more limited in the near future so I wanted to make a big push and implement every quality of life feature left on my checklist, even if it meant moving too fast and getting messy.
I have now done that. (As well as fix a lot of legacy scenario compatibility stuff, sometimes in ways that presuppose the existence of my scenario archive submodule in the build and meta.xml files which currently only contain encodings. It also assumes that legacy scenarios in the custom scenario folder are in individual folders, not dumped into a flat folder structure with lots of floating READMEs.)
So not all of this should be merged upstream, but most of it should be, once sorted out, vetted and made more sane. I figured I would make one big PR so you can see everything I've done, but I will split it into smaller PRs and/or cherry-picks like we did with the big Fosnola PRs.
Implements #727 - my minimap overhaul lets you see sign text, area descriptions, vehicle locations, and town entrances by mousing over them. I think this is a huge QOL improvement, but may spoil certain things if the player reads a sign's tooltip but the sign is inaccesible (ie on the other side of a wall). I think I'm comfortable with that tradeoff. It could also be made a preference, "Annotated minimap" or something. I don't think it should be a feature flag, because it improves the experience in legacy scenarios just as much as new ones.
I think this contains everything in PR #773, and probably more related fixes that should be added to that PR.
In master, it's not actually on the first page. Each page has 3 slots, and vestigial code is in place in preparation for adding an extra slot to put Busywork on the first page. It actually cannot be accessed at all, in the current master branch.
Ah, I see. I think someone (probably ADoS) said we shouldn't put it on the first page until it has undergone some revisions to meet a minimum quality standard, but certainly it's bad if it can be accessed at all before then.
It's just not worth it to me to over-engineer systems for on-the-fly support.
What overengineering? You already wrote code to do that work for the purpose of producing the meta file. Just leave the code (or a minor variation on it) active in the released build?
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
My free time is gonna be a lot more limited in the near future so I wanted to make a big push and implement every quality of life feature left on my checklist, even if it meant moving too fast and getting messy.
I have now done that. (As well as fix a lot of legacy scenario compatibility stuff, sometimes in ways that presuppose the existence of my scenario archive submodule in the build and
meta.xmlfiles which currently only contain encodings. It also assumes that legacy scenarios in the custom scenario folder are in individual folders, not dumped into a flat folder structure with lots of floating READMEs.)So not all of this should be merged upstream, but most of it should be, once sorted out, vetted and made more sane. I figured I would make one big PR so you can see everything I've done, but I will split it into smaller PRs and/or cherry-picks like we did with the big Fosnola PRs.
Implements #779
Implements #727 - my minimap overhaul lets you see sign text, area descriptions, vehicle locations, and town entrances by mousing over them. I think this is a huge QOL improvement, but may spoil certain things if the player reads a sign's tooltip but the sign is inaccesible (ie on the other side of a wall). I think I'm comfortable with that tradeoff. It could also be made a preference, "Annotated minimap" or something. I don't think it should be a feature flag, because it improves the experience in legacy scenarios just as much as new ones.
I think this contains everything in PR #773, and probably more related fixes that should be added to that PR.