-
Notifications
You must be signed in to change notification settings - Fork 2.8k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
randomize iconSmoothing #28158
base: master
Are you sure you want to change the base?
randomize iconSmoothing #28158
Conversation
I have no idea why the test is falling. In my fork it pass all tests |
This reverts commit 094356f.
Bruh ok |
if (component.RandomStates.Count > 0) | ||
component.StateBase = _random.Pick(component.RandomStates); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This should check if StateBase has already been set (so loading initialized maps preserves the existing state)
Ideally, this would be randomized at mapinit instead as well, but that seems to be a taller ask.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
StateBase always set. its have default "base" value
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
also its client-side component and system, server dont save this data
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The randomization should probably be shared, then (Separate component?). Otherwise clients will get inconsistent visuals.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The main reason why I don't want to add this to the shared is that storing random information from RandomSprite on the server loads all the objects on procedurally generated biomes, and clogs up memory.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I don't think it's that big of an issue, especially when the alternative is inconsistent (per client) visuals.
RSI Diff Bot; head commit 1dca508 merging into c22329b Resources/Textures/Structures/Walls/mining.rsi
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Not doing a full review right now, but this should fix the error.
It's not working for some reason so far, I don't understand why yet. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
You're gonna be mad about this one.
There's another error now with LayerMapSet getting upset about trying to add the same thing twice, but this is progress!
added ability to randomize BaseState for IconSmoothing, this allows you to make walls with random states, like this:
https://discord.com/channels/310555209753690112/310555209753690112/1242119168606732359