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Fix Docs Triggers #555

Merged
merged 6 commits into from
Mar 26, 2023
Merged

Fix Docs Triggers #555

merged 6 commits into from
Mar 26, 2023

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Bwc9876
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@Bwc9876 Bwc9876 commented Mar 25, 2023

Idk why the triggers don't work on the release build action

Bug fixes

  • Doc build actually triggers yippee
  • Triggers on push to main instead of release build bc aaaaaaaaaa

xen-42 and others added 6 commits March 23, 2023 22:50
## Major features
- Nomai warp pads! You can build transmitters (like the towers on Ash
Twin) and receivers on other planets. Can also be used to just make
permanent teleportation pads if the alignment window is set to 360
degrees. Receivers also take in general prop arguments for a Nomai
computer which will display the departure and arrival times.

## Minor features
- Adds `gameOverText` and `deathType` to credits volumes to display
orange text explaining the ending. (#512)
- Unified parenting, positioning, and rotating code across all prop-like
objects, adding support for parent-relative offsets and rotations to
rafts, geysers, tornados, volcanos, and others. All prop-like objects
have the common fields `rename`, `parentPath`, and `isRelativeToParent`,
as well as any applicable position and rotation fields.
- Added `alignRadial` to all props with rotations, replacing
`alignToNormal` on details. This now stacks with normal rotations, where
behavior was inconsistent before.
- `translatorText` props now behave like other props in terms of
positioning and rotating. `normal` is no longer used to calculate
rotations of some objects; instead you can use `alignRadial` and/or
`rotation`. Wall text continues to use `normal` to indicate the
direction of the surface to align the text to. Existing `nomaiText` wall
text and props are unaffected by all of these changes.
- Moved the Spawn module player spawn and ship spawn fields to new
`playerSpawn` and `shipSpawn` prop-like object fields.
- Moved dialogue remote trigger fields to a new `remoteTrigger`
prop-like object field.
- Moved the Vessel module vessel location and warp exit location fields
to new `vesselSpawn` and `warpExit` prop-like object fields. They also
have a `parentBody` field to specify the planet to attach them to.
- Made quantum group sockets and bramble nodes/seeds prop-like objects.
- Other Vessel changes
- Added a new `alwaysPresent` property to the Vessel module to spawn the
vessel whether it was used to warp to the system or not, and a
`spawnOnVessel` property to always spawn on the vessel when entering the
system, if it is present.
- Added a new `hasPhysics` property to the Vessel module to allow users
to disable the default behavior of the vessel floating on its own and
allow it to be parented to other planets or bodies.
- Added a new `attachToVessel` property to `warpExit` to keep the old
behavior of the warp exit following the vessel.
- Added a `whiteboard` type to `translatorText` props. If `xmlFile` is
set, it will spawn with a scroll already inserted with that text.

## Improvements
- Improved error logging when a detail fails to be created because a
script component's script is missing
- Added `isRelativeToParent` to geysers to match other prop-like
objects.
- Added `rename` to signals to match other prop-like objects.
- Slightly better error logging if `xmlFile` is not provided for
translator text props that require it
- Now we use nullable values in `translatorText` instead of separate
`keepAutoPlacement` bool
- Deferred singularity linking until after all planets are built, so
build order no longer affects pairs where only one has
`pairedSingularity` set.

## Bug fixes
- Fixed a vanilla bug that would sometimes cause the camera's vertical
rotation to get locked in place when spawning on the vessel
- Fixed several edge cases of props not respecting relative rotations
when `isRelativeToParent` was set
- Fixed geyser rotations being slightly off due to inheriting the
original prefab's rotation
- Fixed ship spawn points not actually being rotated, just the ship
itself (only noticeable if re-using the spawn point game object after
initial spawn)
- Details with `keepLoaded` will no longer have cull groups etc on them,
so they should work in map mode.

## Note for add-on devs:
We rearranged some internal stuff, so if you were referencing the NH dll
in your projects some stuff might have broken. Tested it only with
addons that were actually released.
## Major features
- Nomai warp pads! You can build transmitters (like the towers on Ash
Twin) and receivers on other planets. Can also be used to just make
permanent teleportation pads if the alignment window is set to 360
degrees. Receivers also take in general prop arguments for a Nomai
computer which will display the departure and arrival times.

## Minor features
- Adds `gameOverText` and `deathType` to credits volumes to display
orange text explaining the ending. (#512)
- Unified parenting, positioning, and rotating code across all prop-like
objects, adding support for parent-relative offsets and rotations to
rafts, geysers, tornados, volcanos, and others. All prop-like objects
have the common fields `rename`, `parentPath`, and `isRelativeToParent`,
as well as any applicable position and rotation fields.
- Added `alignRadial` to all props with rotations, replacing
`alignToNormal` on details. This now stacks with normal rotations, where
behavior was inconsistent before.
- `translatorText` props now behave like other props in terms of
positioning and rotating. `normal` is no longer used to calculate
rotations of some objects; instead you can use `alignRadial` and/or
`rotation`. Wall text continues to use `normal` to indicate the
direction of the surface to align the text to. Existing `nomaiText` wall
text and props are unaffected by all of these changes.
- Moved the Spawn module player spawn and ship spawn fields to new
`playerSpawn` and `shipSpawn` prop-like object fields.
- Moved dialogue remote trigger fields to a new `remoteTrigger`
prop-like object field.
- Moved the Vessel module vessel location and warp exit location fields
to new `vesselSpawn` and `warpExit` prop-like object fields. They also
have a `parentBody` field to specify the planet to attach them to.
- Made quantum group sockets and bramble nodes/seeds prop-like objects.
- Other Vessel changes
- Added a new `alwaysPresent` property to the Vessel module to spawn the
vessel whether it was used to warp to the system or not, and a
`spawnOnVessel` property to always spawn on the vessel when entering the
system, if it is present.
- Added a new `hasPhysics` property to the Vessel module to allow users
to disable the default behavior of the vessel floating on its own and
allow it to be parented to other planets or bodies.
- Added a new `attachToVessel` property to `warpExit` to keep the old
behavior of the warp exit following the vessel.
- Added a `whiteboard` type to `translatorText` props. If `xmlFile` is
set, it will spawn with a scroll already inserted with that text.

## Improvements
- Improved error logging when a detail fails to be created because a
script component's script is missing
- Added `isRelativeToParent` to geysers to match other prop-like
objects.
- Added `rename` to signals to match other prop-like objects.
- Slightly better error logging if `xmlFile` is not provided for
translator text props that require it
- Now we use nullable values in `translatorText` instead of separate
`keepAutoPlacement` bool
- Deferred singularity linking until after all planets are built, so
build order no longer affects pairs where only one has
`pairedSingularity` set.

## Bug fixes
- Fixed a vanilla bug that would sometimes cause the camera's vertical
rotation to get locked in place when spawning on the vessel
- Fixed several edge cases of props not respecting relative rotations
when `isRelativeToParent` was set
- Fixed geyser rotations being slightly off due to inheriting the
original prefab's rotation
- Fixed ship spawn points not actually being rotated, just the ship
itself (only noticeable if re-using the spawn point game object after
initial spawn)
- Details with `keepLoaded` will no longer have cull groups etc on them,
so they should work in map mode. `keepLoaded` will also force streaming
to be always loaded instead of just when you're in the sector.

## Note for add-on devs:
We rearranged some internal stuff, so if you were referencing the NH dll
in your projects some stuff might have broken. Tested it only with
addons that were actually released.
## Major features
- Nomai warp pads! You can build transmitters (like the towers on Ash
Twin) and receivers on other planets. Can also be used to just make
permanent teleportation pads if the alignment window is set to 360
degrees. Receivers also take in general prop arguments for a Nomai
computer which will display the departure and arrival times.

## Minor features
- Adds `gameOverText` and `deathType` to credits volumes to display
orange text explaining the ending. (#512)
- Unified parenting, positioning, and rotating code across all prop-like
objects, adding support for parent-relative offsets and rotations to
rafts, geysers, tornados, volcanos, and others. All prop-like objects
have the common fields `rename`, `parentPath`, and `isRelativeToParent`,
as well as any applicable position and rotation fields.
- Added `alignRadial` to all props with rotations, replacing
`alignToNormal` on details. This now stacks with normal rotations, where
behavior was inconsistent before.
- `translatorText` props now behave like other props in terms of
positioning and rotating. `normal` is no longer used to calculate
rotations of some objects; instead you can use `alignRadial` and/or
`rotation`. Wall text continues to use `normal` to indicate the
direction of the surface to align the text to. Existing `nomaiText` wall
text and props are unaffected by all of these changes.
- Moved the Spawn module player spawn and ship spawn fields to new
`playerSpawn` and `shipSpawn` prop-like object fields.
- Moved dialogue remote trigger fields to a new `remoteTrigger`
prop-like object field.
- Moved the Vessel module vessel location and warp exit location fields
to new `vesselSpawn` and `warpExit` prop-like object fields. They also
have a `parentBody` field to specify the planet to attach them to.
- Made quantum group sockets and bramble nodes/seeds prop-like objects.
- Other Vessel changes
- Added a new `alwaysPresent` property to the Vessel module to spawn the
vessel whether it was used to warp to the system or not, and a
`spawnOnVessel` property to always spawn on the vessel when entering the
system, if it is present.
- Added a new `hasPhysics` property to the Vessel module to allow users
to disable the default behavior of the vessel floating on its own and
allow it to be parented to other planets or bodies.
- Added a new `attachToVessel` property to `warpExit` to keep the old
behavior of the warp exit following the vessel.
- Added a `whiteboard` type to `translatorText` props. If `xmlFile` is
set, it will spawn with a scroll already inserted with that text.
- Added `ignoreSun` to details to optionally make them ignore the
effects of sunlight.

## Improvements
- Improved error logging when a detail fails to be created because a
script component's script is missing
- Added `isRelativeToParent` to geysers to match other prop-like
objects.
- Added `rename` to signals to match other prop-like objects.
- Slightly better error logging if `xmlFile` is not provided for
translator text props that require it
- Now we use nullable values in `translatorText` instead of separate
`keepAutoPlacement` bool
- Deferred singularity linking until after all planets are built, so
build order no longer affects pairs where only one has
`pairedSingularity` set.

## Bug fixes
- Fixed a vanilla bug that would sometimes cause the camera's vertical
rotation to get locked in place when spawning on the vessel
- Fixed several edge cases of props not respecting relative rotations
when `isRelativeToParent` was set
- Fixed geyser rotations being slightly off due to inheriting the
original prefab's rotation
- Fixed ship spawn points not actually being rotated, just the ship
itself (only noticeable if re-using the spawn point game object after
initial spawn)
- Details with `keepLoaded` will no longer have cull groups etc on them,
so they should work in map mode. `keepLoaded` will also force streaming
to be always loaded instead of just when you're in the sector.
- Fix constant NRE from rings with both a scale curve and opacity curve

## Note for add-on devs:
We rearranged some internal stuff, so if you were referencing the NH dll
in your projects some stuff might have broken. Tested it only with
addons that were actually released.
Idk why the triggers don't work on the release build action
@Bwc9876 Bwc9876 marked this pull request as ready for review March 25, 2023 22:59
@Bwc9876 Bwc9876 changed the base branch from main to dev March 25, 2023 23:01
@xen-42 xen-42 merged commit 41eb843 into dev Mar 26, 2023
@xen-42 xen-42 deleted the docs/triggers branch March 26, 2023 01:21
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3 participants