DigitalLogicSimCommunity / Digital-Logic-Sim-CE

Community Edition of SebLague 's Digital Logic Sim
MIT License
151 stars 28 forks source link

Merge #72, #59, #45, Refactoring and Theme System #79

Closed VitoBarra closed 2 months ago

VitoBarra commented 1 year ago

Merged https://github.com/DigitalLogicSimCommunity/Digital-Logic-Sim-CE/pull/45. Made some alterations to to fix bugs, including making it work with zoom, making it work with small .bin files, and changing the IO to busses for ease of use. Merged https://github.com/DigitalLogicSimCommunity/Digital-Logic-Sim-CE/pull/59. Merged https://github.com/DigitalLogicSimCommunity/Digital-Logic-Sim-CE/pull/72. Fixed 2 minor bugs.

In addition, I have done

QOL of the main menu: now in the load project menu you can

Fix:

notes

To implement these features, the format of save files needed to be reworked, for now the format is not very efficient, more data than needed are stored for each subchip, this maybe will be fixed in the next release

Credits haven't been updated

crispeeweevile commented 1 year ago

When will this PR be accepted? it's got a lot of cool features

901238746 commented 3 months ago

This is so cool, why hasn't it been approved yet?

901238746 commented 3 months ago

Man someone should approve this. Idk how to code but I dont think any of it is going to alt F4 the game

901238746 commented 3 months ago

I'd love this pull request because Im making a 11x16(11-bit 16 addresses) For my ALU and later I might need to make it 16 by 16 so that it would work with a better version of my ALUs LU(Logic Unit) so it can do more operations and comparisions. I just need more space. I made this in the original and I would hate it if I had to make it again.

VitoBarra commented 3 months ago

This should be good to go, some parts of the main menu are not very nice but they work

AOx0 commented 2 months ago

Hey, I've been trying the PR, seems good in the Unity Editor, so far. However, when producing a release build, the input system just stops working with pins, so wires don't work nor the activation/deactivation of the pins signal.

I suspect it's an issue with the new Unity Input system. I can reproduce the issue in the Unity Editor when changing the Event System components to the new suggested Input System UI Input Module.

My next thing on the list is to build the main branch's version and see if the issue is present there too, so I can discard the source code’s fault. Otherwise, if the main branch does work correctly, maybe it would be necessary to git bisect and revert whatever the change caused the button's fault.

I don’t know if you are noticing the same on your end? It may be an issue with Unity in Linux.

VitoBarra commented 2 months ago

It happens on my machine (Windows) as well. I will work on it, but after a first investigation, I found out that issues arise when the SebInput Module is used. This module depends on the new input system, so probably needs to be updated or not used, as in the case of the signal handler that works fine. I added a package (in the 3rdparty folder) that should be useful for debugging this problem.

AOx0 commented 2 months ago

Thank you as always Vito!

Just one little nitpick, I don't know if this is intentional, but the changing of pin colors does not display the correct color to be placed. i.e. It displays red but when placed the pin is green.

I'm willing to merge as-is and fix later tho, so I'll be just waiting for your confirmation whether to commit the merge or not.

VitoBarra commented 2 months ago

I'm not sure that I understand the concern, but it is intentional that selecting the color for signals (input/output chip pins) and cables requires separate actions. With this said the PR should be ready c:

AOx0 commented 2 months ago

Thank you Vito :D