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Ho ho hotfix #324

Merged
merged 37 commits into from
Dec 21, 2023
Merged

Ho ho hotfix #324

merged 37 commits into from
Dec 21, 2023

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Desoroxxx
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@Desoroxxx Desoroxxx commented Dec 18, 2023

๐Ÿ“ Description

Ho-ho-hotfix!

Dev 15 will be mainly hot fixes for Christmas, as a little gift.

๐ŸŽฏ Goals

  • Fix issues related to missing textures
  • Fix crashes related to shader compilation

โŒ Non Goals

๐Ÿšฆ Testing

Testing in a super flat world, both in deobfuscated environment and obfuscated environment.

โฎ๏ธ Backwards Compatibility

This is 100% backward compatible with 0.1 Dev 14

๐Ÿ“š Related Issues & Documents

Fixes #290
Fixes #208
Fixes #147
Fixes #150
Fixes #4

๐Ÿ–ผ๏ธ Screenshots/Recordings

image

๐Ÿ“– Added to documentation?

  • ๐Ÿ“œ README.md
  • ๐Ÿ“‘ Documentation
  • ๐Ÿ““ Javadoc
  • ๐Ÿ• Comments
  • ๐Ÿ™… No documentation needed

๐Ÿ˜„ What gif best describes this PR or how it makes you feel?

Summary by CodeRabbit

  • New Features

    • Introduced a new search bar for enhanced user navigation.
    • Custom skins now load without case sensitivity and with improved error logging.
    • Magazine compatibility updated for more realistic ammunition handling.
    • Rendering enhancements for weapons and weather effects, including bloom and fancy rain.
    • Crafting interface now displays remaining crafting time.
  • Bug Fixes

    • Fixed unintended knockback behavior when knockbackOnHit is false.
    • Corrected entity registration process for consistent entity spawning.
    • Improved ammo press behavior to reflect crafting status accurately.
  • Refactor

    • Optimized weather rendering conditions and particle effect registration.
    • Streamlined texture binding logic for better performance and visual output.
  • Documentation

    • Updated language files for better localization support.
  • Style

    • Adjusted in-game tooltips and settings descriptions for clarity.
  • Chores

    • Removed unused imports and code for cleaner project maintenance.
  • Revert

    • Reverted changes related to knockback calculation that caused issues.

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coderabbitai bot commented Dec 18, 2023

Walkthrough

The changes across multiple files in the codebase address rendering issues, modify entity registration, tweak configuration parameters, and enhance compatibility with different versions of Java and Forge. The updates also fix shader crashes, correct magazine bullet types, and resolve game crashes caused by on-screen weather effects. These adjustments aim to improve the visual experience and stability of the game, particularly focusing on texture rendering and shader processing.

Changes

File(s) Change Summary
build.gradle, .../ClientEventHandler.java, .../PostProcessPipeline.java Adjustments to JVM arguments, rendering logic, and shader usage to improve stability and compatibility.
.../CustomSkin.java, .../StaticModelSourceRenderer.java, .../WeaponRenderer.java Fixes to custom skin textures and rendering to address the purple and black texture bug.
.../Magazines.java, .../weaponlib/compatibility/ServerInterceptors.java Correction of magazine bullet types and knockback calculations.
.../EntityConfiguration.java, .../lang/*.lang Entity registration prefix changes and localization updates.
.../command/WeaponDebugCommand.java, .../compatibility/graph/CompatibilityClassGenerator.java Import statement corrections from Scala to Java utility classes.
.../config/ModernConfigManager.java, .../crafting/ammopress/TileEntityAmmoPress.java, .../crafting/workbench/GUIContainerWorkbench.java Configuration and crafting logic updates, including removal of knockbackOnHit config.
.../particle/ParticleFancyRain.java, .../render/Bloom.java, .../render/Dloom.java Introduction of custom rain particle effects and bloom rendering classes.
.../shaders/*.frag, .../shaders/*.vert Shader files added or modified for bloom effects and fixing shader-related crashes.

Assessment against linked issues

Objective Addressed Explanation
Custom camos broken (texture issues) [#290] โœ…
Broken texture for items in hand/inventory [#208] โœ…
Shaders crash [#147] โœ…
Wrong bullet type for magazines [#150] โœ…
On-Screen Rain and Snow crashes game [#4] โœ…

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@Desoroxxx Desoroxxx added this to the 0.1 Dev 15 milestone Dec 18, 2023
@Desoroxxx Desoroxxx added the Bug label Dec 18, 2023
@Desoroxxx Desoroxxx self-assigned this Dec 18, 2023
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โœ… Code Health Quality Gates: OK

  • Declining Code Health: 0 findings(s) ๐Ÿšฉ
  • Improving Code Health: 0 findings(s) โœ…
  • Affected Hotspots: 0 files(s) ๐Ÿ”ฅ

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โœ… Code Health Quality Gates: OK

  • Declining Code Health: 0 findings(s) ๐Ÿšฉ
  • Improving Code Health: 0 findings(s) โœ…
  • Affected Hotspots: 0 files(s) ๐Ÿ”ฅ

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โœ… Code Health Quality Gates: OK

  • Declining Code Health: 0 findings(s) ๐Ÿšฉ
  • Improving Code Health: 0 findings(s) โœ…
  • Affected Hotspots: 0 files(s) ๐Ÿ”ฅ

Recommended Review Level: Lightweight sanity check
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โœ… Code Health Quality Gates: OK

  • Declining Code Health: 0 findings(s) ๐Ÿšฉ
  • Improving Code Health: 0 findings(s) โœ…
  • Affected Hotspots: 0 files(s) ๐Ÿ”ฅ

Recommended Review Level: Lightweight sanity check
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โŒ Code Health Quality Gates: FAILED

  • Declining Code Health: 5 findings(s) ๐Ÿšฉ
  • Improving Code Health: 3 findings(s) โœ…
  • Affected Hotspots: 0 files(s) ๐Ÿ”ฅ

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โŒ Code Health Quality Gates: FAILED

  • Declining Code Health: 5 findings(s) ๐Ÿšฉ
  • Improving Code Health: 3 findings(s) โœ…
  • Affected Hotspots: 0 files(s) ๐Ÿ”ฅ

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โŒ Code Health Quality Gates: FAILED

  • Declining Code Health: 6 findings(s) ๐Ÿšฉ
  • Improving Code Health: 3 findings(s) โœ…
  • Affected Hotspots: 0 files(s) ๐Ÿ”ฅ

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โŒ Code Health Quality Gates: FAILED

  • Declining Code Health: 6 findings(s) ๐Ÿšฉ
  • Improving Code Health: 3 findings(s) โœ…
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@Desoroxxx Desoroxxx marked this pull request as ready for review December 21, 2023 17:58
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Review Status

Actionable comments generated: 14

Configuration used: CodeRabbit UI

Commits Files that changed from the base of the PR and between df7e037 and 06dad05.
Files ignored due to filter (1)
  • src/main/resources/assets/mwc/textures/models/Drum100rndMag.png
Files selected for processing (30)
  • build.gradle (1 hunks)
  • src/main/java/com/paneedah/mwc/skins/CustomSkin.java (1 hunks)
  • src/main/java/com/paneedah/mwc/weapons/Magazines.java (1 hunks)
  • src/main/java/com/paneedah/weaponlib/ClientEventHandler.java (2 hunks)
  • src/main/java/com/paneedah/weaponlib/StaticModelSourceRenderer.java (1 hunks)
  • src/main/java/com/paneedah/weaponlib/WeaponRenderer.java (1 hunks)
  • src/main/java/com/paneedah/weaponlib/WeaponSpawnEntity.java (1 hunks)
  • src/main/java/com/paneedah/weaponlib/ai/EntityConfiguration.java (1 hunks)
  • src/main/java/com/paneedah/weaponlib/command/WeaponDebugCommand.java (1 hunks)
  • src/main/java/com/paneedah/weaponlib/compatibility/ServerInterceptors.java (1 hunks)
  • src/main/java/com/paneedah/weaponlib/compatibility/graph/CompatibilityClassGenerator.java (1 hunks)
  • src/main/java/com/paneedah/weaponlib/config/ModernConfigManager.java (3 hunks)
  • src/main/java/com/paneedah/weaponlib/core/WeaponlibClassTransformer.java (13 hunks)
  • src/main/java/com/paneedah/weaponlib/crafting/ammopress/GUIContainerAmmoPress.java (3 hunks)
  • src/main/java/com/paneedah/weaponlib/crafting/ammopress/TileEntityAmmoPress.java (5 hunks)
  • src/main/java/com/paneedah/weaponlib/crafting/workbench/GUIContainerWorkbench.java (3 hunks)
  • src/main/java/com/paneedah/weaponlib/particle/ParticleFancyRain.java (1 hunks)
  • src/main/java/com/paneedah/weaponlib/render/Bloom.java (1 hunks)
  • src/main/java/com/paneedah/weaponlib/render/Dloom.java (1 hunks)
  • src/main/java/com/paneedah/weaponlib/render/bgl/PostProcessPipeline.java (13 hunks)
  • src/main/java/com/paneedah/weaponlib/render/bgl/weather/ModernWeatherRenderer.java (1 hunks)
  • src/main/resources/assets/mwc/lang/en_US.lang (2 hunks)
  • src/main/resources/assets/mwc/lang/es_ES.lang (1 hunks)
  • src/main/resources/assets/mwc/lang/tr_TR.lang (1 hunks)
  • src/main/resources/assets/mwc/lang/zh_CN.lang (1 hunks)
  • src/main/resources/assets/mwc/shaders/bloom_h.frag (1 hunks)
  • src/main/resources/assets/mwc/shaders/bloom_h.vert (1 hunks)
  • src/main/resources/assets/mwc/shaders/bloom_v.frag (1 hunks)
  • src/main/resources/assets/mwc/shaders/bloom_v.vert (1 hunks)
  • src/main/resources/assets/mwc/shaders/postflat.frag (1 hunks)
Files skipped from review due to trivial changes (5)
  • build.gradle
  • src/main/java/com/paneedah/weaponlib/WeaponSpawnEntity.java
  • src/main/java/com/paneedah/weaponlib/crafting/workbench/GUIContainerWorkbench.java
  • src/main/java/com/paneedah/weaponlib/render/bgl/weather/ModernWeatherRenderer.java
  • src/main/resources/assets/mwc/lang/tr_TR.lang
Additional comments: 40
src/main/resources/assets/mwc/shaders/bloom_h.vert (1)
  • 1-8: The vertex shader code for the horizontal bloom effect is standard and correct.
src/main/resources/assets/mwc/shaders/bloom_v.vert (1)
  • 1-8: The vertex shader code for the vertical bloom effect is standard and correct.
src/main/java/com/paneedah/mwc/skins/CustomSkin.java (1)
  • 1-32: The changes in the CustomSkin constructor and getCustomSkinResource method improve case sensitivity handling and error logging.
src/main/java/com/paneedah/weaponlib/particle/ParticleFancyRain.java (1)
  • 1-41: The ParticleFancyRain class and its Factory inner class are implemented correctly to define a custom rain particle effect.
src/main/java/com/paneedah/weaponlib/command/WeaponDebugCommand.java (1)
  • 4-11: > Note: This review was outside the patches, so it was mapped to the patch with the greatest overlap. Original lines [1-11]

The change from scala.actors.threadpool.Arrays to java.util.Arrays is a standard refactor and is correctly implemented.

src/main/resources/assets/mwc/shaders/postflat.frag (1)
  • 287-293: Verify the impact of commenting out the normal calculation for raindrops on the shader's visual effect.
src/main/java/com/paneedah/weaponlib/compatibility/graph/CompatibilityClassGenerator.java (1)
  • 5-15: > Note: This review was outside the patches, so it was mapped to the patch with the greatest overlap. Original lines [1-15]

The change from scala.actors.threadpool.Arrays to java.util.Arrays is a standard refactor and is correctly implemented.

src/main/java/com/paneedah/weaponlib/crafting/ammopress/GUIContainerAmmoPress.java (1)
  • 160-174: > Note: This review was outside the patches, so it was mapped to the patch with the greatest overlap. Original lines [1-174]

The addition of a tooltip for the remaining crafting time and the change to direct references for TextFormatting improve the user interface and follow Java conventions.

src/main/java/com/paneedah/weaponlib/config/ModernConfigManager.java (1)
  • 80-93: > Note: This review was outside the patches, so it was mapped to the patch with the greatest overlap. Original lines [1-131]

The adjustments to various configuration parameters related to rendering and gameplay, including the removal of the knockbackOnHit configuration, are correctly implemented.

src/main/java/com/paneedah/weaponlib/render/Dloom.java (3)
  • 84-123: The method bloom contains a loop that iterates in reverse order over bloom layers. It uses OpenGL calls to set up and apply shaders for bloom effects. Ensure that the shaders are correctly managing the OpenGL state, as state changes in OpenGL can have far-reaching effects. Also, verify that the shaders are released after use to prevent resource leaks.

  • 126-168: The method recreateBloomFBOs recreates the framebuffer objects for bloom effects. It uses a scaling factor for the width and height of the buffers that changes after the first two iterations. Ensure that this scaling logic is correct and that the framebuffer objects are being deleted before being recreated to prevent memory leaks.

  • 170-199: The method renderFboTriangle is used to render a triangle that covers the entire screen. This is a common technique for applying post-processing effects in screen space. Ensure that the vertex positions and texture coordinates are correct for the intended effect.

src/main/java/com/paneedah/weaponlib/StaticModelSourceRenderer.java (1)
  • 434-440: The change in the renderModelSource method simplifies the texture binding logic by directly using the texturedModel.getV() value. This assumes that the texture names are now correctly formatted and do not require the previous string manipulation. Ensure that all texture names are now provided in the correct format and that this change does not break texture binding for any models.
src/main/java/com/paneedah/weaponlib/render/Bloom.java (5)
  • 100-154: The method recreateFramebuffers deletes and recreates framebuffer objects. It is crucial to ensure that all resources are properly released before being recreated to prevent memory leaks. Additionally, the method logs the recreation of framebuffers; ensure that the logging level is appropriate and that the log message provides enough context for debugging.

  • 156-174: The method checkFramebufer checks the status of a framebuffer object and throws a runtime exception if the framebuffer is not complete. This is a critical error-checking method that should be called after any framebuffer setup to ensure that the framebuffer is ready for use. Verify that this method is being called at all appropriate places in the code.

  • 176-196: The method renderHDRToBuffer binds a texture and applies a shader to render a full-screen triangle. This is part of the bloom effect rendering process. Ensure that the shader bloomTest is correctly implemented and that the texture binding is appropriate for the effect.

  • 230-249: The method runDownsampler applies a downsampling shader to the bloom buffers. It is important to verify that the shader is correctly sampling from the previous buffer and that the uniforms are set correctly. Additionally, ensure that the shader is released after use.

  • 285-333: The method use appears to be the main method that orchestrates the bloom effect by running the downsampler and applying the upsample shader. It is critical to ensure that the blending functions and equations are set correctly for the desired effect and that the framebuffer bindings are managed properly.

src/main/java/com/paneedah/weaponlib/ClientEventHandler.java (3)
  • 385-388: The addition of PostProcessPipeline.setWorldElements(); ensures that world elements are set for post-processing. This seems to be a logical step in the rendering process.

  • 446-447: The conditional call to PostProcessPipeline.blitDepth() based on PostProcessPipeline.shouldDoFog() introduces a new rendering condition. Ensure that the shouldDoFog method accurately reflects when depth blitting should occur to avoid rendering issues.

  • 446-450: The new conditional logic for fog processing could have performance implications. It's important to test these changes under different environmental conditions to ensure that performance remains consistent and that the visual effects are as expected.

src/main/java/com/paneedah/weaponlib/ai/EntityConfiguration.java (1)
  • 539-539: The change to prefix entity names with ModReference.ID during registration is a good practice for namespacing and avoiding conflicts. Ensure that all references to these entities throughout the codebase and any external integrations are updated to use the new names.
src/main/java/com/paneedah/weaponlib/render/bgl/PostProcessPipeline.java (8)
  • 8-15: The addition of imports for ParticleFancyRain and Bloom, and the modification of the import for ParticleRain suggest new functionality related to particle effects and bloom post-processing. Ensure that these new classes are utilized appropriately in the codebase.

  • 52-55: The modification of ResourceLocation constants to remove string concatenation is a change in the way resources are referenced. Confirm that this new format is supported and correctly interpreted by the game engine or any related resource management systems.

  • 87-87: Initializing originalWeatherRenderer to null may have implications for null safety. Ensure that there are null checks in place before this field is used to prevent potential NullPointerExceptions.

  • 96-96: The change in BASE_FOG_INTENSITY from 0.6f to 0.2f will affect the visual density of fog in the game. Verify that this change matches the desired visual effect and does not adversely affect gameplay or aesthetics.

  • 191-201: The refactoring of setWorldElements to handle weather renderer swapping and conditional registration of particle effects should be checked for correctness. Ensure that the conditions and the particle effect registration align with the game's configuration settings.

  • 241-241: The addition of extra conditions in shouldDoFog to check for enabled shaders and world shaders should be verified to ensure that fog is rendered only when intended.

  • 633-633: The removal of certain conditions in doWorldProcessing and the enabling of depth testing should be reviewed to ensure they are appropriate for the method's intended functionality and do not introduce any rendering issues.

  • 881-882: The addition of a conditional call to Bloom.doBloom in doPostProcess should be verified to ensure that the bloom effect is applied correctly according to the game's configuration settings.

src/main/java/com/paneedah/weaponlib/core/WeaponlibClassTransformer.java (4)
  • 17-61: Initialization of ClassInfo objects with class names from CompatibleClassInfoProvider suggests that reflection or dynamic class manipulation is being used. Ensure that the class names are correct and that these ClassInfo objects are utilized consistently in the transformer logic.

  • 80-83: Replacing the collideWithPlayer method with a print statement appears to be a debugging change. Confirm if this is intended for production or should be reverted before release.

  • 151-169: The debugPrint method is a debugging utility to write class bytecode to a file. Verify if this method is intended for production use or should be removed or gated behind a debug flag to prevent unintended file I/O operations in a production environment.

  • 303-318: The addition and modification of several method visitors indicate changes to ASM bytecode manipulation. Verify that these changes are correct and align with the intended bytecode transformations.

src/main/resources/assets/mwc/lang/zh_CN.lang (1)
  • 3-18: The renaming of entity declarations from "entity" to "entity.mwc_" is consistent and follows the new naming convention. Ensure that all references to these entities in the game's codebase and documentation are updated to reflect these changes.
src/main/resources/assets/mwc/lang/en_US.lang (2)
  • 9-10: The entity names "Terrorist" and "Soldier" have been correctly prefixed with "mwc_" to match the new naming convention. Ensure that all references to these entities in the game's codebase and other localization files are updated accordingly.

  • 1138-1141: New properties for enabling on-screen rain and snow effects (config.rendering.screenshaders.onScreenRainAndSnow) and fancy rain and snow (config.rendering.enableFancyRainAndSnow) have been added. These changes are consistent with the PR's objectives to address crashes related to rain and snow effects. Ensure that these new settings are properly handled in the game's rendering code.

src/main/resources/assets/mwc/lang/es_ES.lang (1)
  • 9-10: The renaming of entities "terrorist" and "soldier" to include the "mwc_" prefix aligns with the PR objectives and AI-generated summaries. Ensure that this naming convention is consistently applied across all language files.
Verification successful

The search results confirm that the new entity names with the "mwc_" prefix for "terrorist" and "soldier" are indeed present in all the language files within the src/main/resources/assets/mwc/lang/ directory. This verifies that the renaming has been applied consistently across the different language localizations.

  • zh_CN.lang: Both entity.mwc_terrorist.name and entity.mwc_soldier.name are present.
  • tr_TR.lang: Both entity.mwc_terrorist.name and entity.mwc_soldier.name are present.
  • en_US.lang: Both entity.mwc_terrorist.name and entity.mwc_soldier.name are present.
  • es_ES.lang: Both entity.mwc_terrorist.name and entity.mwc_soldier.name are present.

The consistency of these changes with the PR objectives and AI-generated summaries has been confirmed.

Scripts Executed

The following scripts were executed for the analysis:


Script:

#!/bin/bash
# Verify that the new entity names are consistently used across all language files.
rg --type txt 'entity\.mwc_terrorist\.name|entity\.mwc_soldier\.name' src/main/resources/assets/mwc/lang/

Length of output: 107



Script:

#!/bin/bash
# Check if the old entity names without the "mwc_" prefix still exist in any language files.
rg --type txt 'entity\.terrorist\.name|entity\.soldier\.name' src/main/resources/assets/mwc/lang/

Length of output: 99



Script:

#!/bin/bash
# List all the language files to ensure they are present in the expected directory.
fd '.*\.lang$' src/main/resources/assets/mwc/lang/

Length of output: 236



Script:

#!/bin/bash
# Search for any line containing 'entity.' to understand the structure of entity naming within the language files.
rg 'entity\.' src/main/resources/assets/mwc/lang/

Length of output: 1765

src/main/java/com/paneedah/mwc/weapons/Magazines.java (1)
  • 338-338: Please verify that the change from Bullet556x45 to Bullet65 for Magazines.NGSWRMag correctly reflects the intended ammunition type for this magazine. This change should align with the game's logic for magazine and bullet compatibility.
src/main/java/com/paneedah/weaponlib/WeaponRenderer.java (1)
  • 3315-3321: Review the use of DebugCommand.isForceLiveRenderGUI() within the renderItem method to ensure it is only enabled for debugging purposes and cannot be accidentally triggered in production.

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โŒ Code Health Quality Gates: FAILED

  • Declining Code Health: 6 findings(s) ๐Ÿšฉ
  • Improving Code Health: 3 findings(s) โœ…
  • Affected Hotspots: 0 files(s) ๐Ÿ”ฅ

Recommended Review Level: Detailed -- Inspect the code that degrades in code health.
View detailed results in CodeScene

๐Ÿšฉ Declining Code Health (highest to lowest):

โœ… Improving Code Health:

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Review Status

Actionable comments generated: 0

Configuration used: CodeRabbit UI

Commits Files that changed from the base of the PR and between 06dad05 and cd520a1.
Files selected for processing (1)
  • Changelog.md (4 hunks)
Additional comments: 5
Changelog.md (5)
  • 20-25: The addition of new config options is listed without any issues. However, ensure that these new options are documented in the user guide or help section of the game to assist users in understanding their purpose and usage.

  • 39-40: The addition of new fancy rain splash and remaining time display for crafting in the ammunition press are good enhancements for user experience. Verify that these features have been tested across different game environments to ensure consistency.

  • 78-82: Changes to default configuration values for visual effects such as filmGrain, onScreenRainAndSnow, and enableFancyRainAndSnow may significantly alter the player's visual experience. It's important to ensure that these changes are communicated to the players, possibly through a pop-up or news section in the game, so they are aware of the new defaults.

  • 112-113: Fixing unused variables in shaders and correcting resource locations are critical for preventing crashes and ensuring the game runs smoothly. It's important to verify that these fixes have been tested in both deobfuscated and obfuscated environments as stated in the PR objectives.

  • 116-130: The fixes for custom skin system, resource locations, fog rendering, depth testing, and tooltip formatting are significant improvements. These fixes enhance the game's visual fidelity and user interface. Ensure that these changes have been tested for performance impact, especially the changes related to rendering.

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โŒ Code Health Quality Gates: FAILED

  • Declining Code Health: 6 findings(s) ๐Ÿšฉ
  • Improving Code Health: 3 findings(s) โœ…
  • Affected Hotspots: 0 files(s) ๐Ÿ”ฅ

Recommended Review Level: Detailed -- Inspect the code that degrades in code health.
View detailed results in CodeScene

๐Ÿšฉ Declining Code Health (highest to lowest):

โœ… Improving Code Health:

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Review Status

Actionable comments generated: 0

Configuration used: CodeRabbit UI

Commits Files that changed from the base of the PR and between cd520a1 and feea46f.
Files selected for processing (1)
  • Changelog.md (4 hunks)
Additional comments: 4
Changelog.md (4)
  • 20-25: The addition of new config options is well-documented, providing clear information on the new features available to users.

  • 39-40: The new features added, such as the fancy rain splash effect and the display of remaining craft time, are clearly stated and enhance the user experience by providing more visual effects and useful information.

  • 78-82: Changing default configuration values can significantly affect user experience. Ensure that these changes are communicated to users, possibly through an in-game notification or update log, to avoid confusion.

  • 112-128: The fixes documented in this hunk address critical issues such as crashes, incorrect bullet types, and rendering problems. These changes are crucial for game stability and should be highlighted in the changelog for users to understand the improvements made to the game.

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Everything looks good to me! Approving this PR.

@Desoroxxx Desoroxxx merged commit 3ce995e into main Dec 21, 2023
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@Desoroxxx Desoroxxx deleted the Ho-ho-hotfix branch December 21, 2023 19:07
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