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Astral infection biome code overhaul #28
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…jectile drawing (CalamityTeam#13) * - Properly restore spritebatch to its original settings. * - Try-Catch + error logging. * Actually check the bool. --------- Co-authored-by: Cameron Ewell <[email protected]>
- Fixed weird index out of range error. - Cleaned up my code from CalamityTeam#3 readability, and to better implement the guarding checks from CalamityTeam#12
…ing crush depth. (CalamityTeam#16) * Lumenous Amulet now inflicts Crush Depth as its tooltip states. * Lumenous Amulet no longer sets Abyssal Amulet's bool to true, stopping it from inflicting Riptide. * The health increase from the amulets is now a combined if statement that checks for either one.
* Add desired communication UI functionalities * Communication code improvements * Move dialog registry to localization files * Comments for DraedonDialogEntry.cs * More clear comment * Improve contact comment * Fix typo in localization comment ("Repeate" -> "Repeated"). * Fix explanative comment --------- Co-authored-by: tomat <[email protected]>
…tyTeam#19) * Rework from Yatagarasu (patreon donor for Cosmic Shiv) --------- Co-authored-by: Cameron Ewell <[email protected]>
* Fix bug where crimson plants are destroyed immediately after planted * Fix multiplayer pylon bugs
* - Primitive system rewrite, start of converting old code to use the newer system. * - Tweaks to the primitive manager to match the old one. - Finished porting old uses of the primitives to the new ones. - Improved XML documentation on the newer ones. * Delete en-US.hjson * Remove cosmic shiv auto-entry * - Indentation fixes. * - Remove interface access modifiers
…alamityTeam#24) - Increase performance via pooling, buffers, int -> short, and most linq removal.
* Change width storage definitions * Update primitive shaders
Change aerialite generation
* Fix truffle worm bug * Removed hardcoded indices
* Merged all 5 astral biomes into 1 * Added 4 dud biomes for bestiary entries * Turned the astral backgrounds from custom skies into ModBackgrounds, they work pretty much the same apart from the far and horizon backgrounds not having the right coloration (some tech wizard can figure that out by editing Main.ColorOfSurfaceBackgroundsModified somehow) * Made a bestiary folder for biomes only used for the bestiary * Moved astral biome background assets from Skies into Backgrounds (replaced old unused assets also found within the backgrounds folder under the same name) * Removed background skies and unnecessary astral biomes
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Your pull request lacks formatting, I'd recommend running a linter but the codebase hasn't been publicly updated with linted files so you'd affect files outside your PR.
My requests for code quality and formatting apply to other files with seemingly duplicated code.
I'll re-review once the biome code is cleaned up and understandable.
Asking here if this is going to get approved or not |
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Probably fine; may need to take a second look internally to solve any unintended differences in visuals. Don't know, not my area.
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Didn't mean to re-request a review from myself.
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BestiaryCategories
folder and namespace is misspelled.- I'd remove the collision between
World.AstralBiome
and theBiomeManager
by renaming the class in the World namespace toAstralInfection
. (The debuff itself is calledAstralInfectionDebuff
internally)
That aside, thanks for putting in all this effort for the astral background. It was a significant pain when we were first making it.
and also fixed BestiaryCat**A**gories
All fixed, Idk how I missed the catAgories typo lol |
Should note that I named it AstralInfectionBiome to stay consistent with all other biome names |
The merge-base changed after approval.
Lion8 cake astral rework
Updated to 2.0.4 I think |
Omitting gigantic messy co-authoring list due to the 1.4.4 force push.
Main.ColorOfSurfaceBackgroundsModified
somehow)Additional comments:
The astral biome now is quite literally known as AstralBiome, this may have conflicts with the worldgeneration class of the same name found in the World folder. If this turns out to be too much of an issue naming it to AstralInfectionBiome or other is fine.
As stated above Far and Horizon background layers are colored based on the sky color and will change color based on biome and time of day. During nighttime the background looks fine but especially the desert far background feels way too light/bright during the day. Simply using ModSystem. ModifySunLightColor wont work as it prevents the astral fog from appearing since it makes more than just the background color darker for some reason (idk how the shader works its not open source). Editing something like
Main.ColorOfSurfaceBackgroundsModified
should do it but that requires reflection and im too lazy to figure it out :PThe 5th astral infection underground texture/s are made by me, if they don't match the quality feel free to have a spriter remake the assets.