Closed Caladius closed 1 week ago
Updates:
Resources table for repeatable item adds, no longer limited.
Better Option Layout for Ice Traps and Shop Prices as well as a Randomize Trick Name button.
Randomize button for Hints, both Randomize Hints buttons will pull from the hintPool of meme hints as well as the Junk hint Pool for Randomizer.
Hint Tooltip for guided assistance.
Posting here so it doesn't get lost, Linux is still getting the issue where the item selection menu graphics loop rapidly when there are more than 3 lines.
What happens when you comment out the std::sort block in the item popup function?
I'm almost positive it's related to that but I don't have Linux to test on to know for certain.
What happens when you comment out the std::sort block in the item popup function?
This does indeed fix the issue
EDIT: Pushed a fix to your fork in PR.
Also I still has 3 missing icons on my end: Milk from cows, Buy Bombs 30, and Buying hearts. Is there an OTR issue I have to sort out?
Ok perfect, I think I know how to address it properly. Will look at it tonight or tomorrow
On Thu, Nov 14, 2024, 5:03 PM Pepper0ni @.***> wrote:
What happens when you comment out the std::sort block in the item popup function?
This does indeed fix the issue
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If I'm reading it correctly, it looks like you're sorting on each draw call. I'd like to suggest moving all the sorting to a function that can be called on a change or selection instead. Not only would that be better for performance, but I think would also resolve the issue Pepper0ni brought up.
If I'm reading it correctly, it looks like you're sorting on each draw call. I'd like to suggest moving all the sorting to a function that can be called on a change or selection instead. Not only would that be better for performance, but I think would also resolve the issue Pepper0ni brought up.
Moving it to its own function was my plan, Commit pushed up for that.
@Pepper0ni should be fixed now.
This patch fixes the sorting, but I found several other issues with the icons:
- I would still like the sort function change, even with malk's improvement, in order to make the sort deterministic and avoid any other UB issues in future.
The first 3 points I can take care of, however the last point I would like to request that you make a code suggestion here to visualize what you truly would want from that aspect. Rather than me roll the dice and hope it works haha!
One more important thing, triforce pieces don't show an icon. An optional thing, being able to select the contents of the bottles in the pool. One other optional thing, if you can figure it out, now that the notes are the right size, they're not centered anymore, so if you can figure out how to pad them so they're centered in their columns, that'd be great. But, like I said, optional in this instance.
One more important thing, triforce pieces don't show an icon. An optional thing, being able to select the contents of the bottles in the pool. One other optional thing, if you can figure it out, now that the notes are the right size, they're not centered anymore, so if you can figure out how to pad them so they're centered in their columns, that'd be great. But, like I said, optional in this instance.
The optional stuff maybe in a later revision, I was more gearing this to be a Plando that you built using what the seed provided, maybe a checkbox to load the Resources Pool with all of the items.
Right, but tbf, what's in a bottle isn't critical to the playthrough, but the planner might still want to change that for funny reasons. It's a small thing, and most probably won't realize they're missing it.
I'm OK with leaving that for later, though, it does do what the goal was. @Pepper0ni You probably should just do what you were wanting with the sort yourself, as even I'm not quite sure what you're talking about with that one.
Sorry for the delay.
The sort thing I mentioned was adding a second condition to the sort, so that it is deterministic instead of UB what happens in the case where the item type is the same. I made this change in the PR i sent to Caladius' fork and assumed he would have seen it. I'll make a suggestion as soon as I figure out how to.
Ohhhh, ok, that makes sense. @Caladius please add that in, and we can merge this.
Ohhhh, ok, that makes sense. @Caladius please add that in, and we can merge this.
Done, thank you @Pepper0ni and @Malkierian
This implements a built-in Plandomizer Editor.
Screenshots below for reference
Build Artifacts