Closed Profakos closed 11 months ago
I've made some adjustments to maintain parity with Skyrat's language code. Human mobs now properly start with their chosen languages now, instead of none at all.
All that is left is to edit the unit tests so they make sense for us, as in make it expect the spawned human know two languages (galcom and solcom)
All that is left is to edit the unit tests so they make sense for us, as in make it expect the spawned human know two languages (galcom and solcom)
This isn't possible without completely redesigning the test, because it only checks for number of languages, not the specific ones - and it's important to the test that the numbers are different between two different species. Because all of our species have exactly two languages associated, this is a problem.
I guess we could make an "example species" that only has one language in its language holder, as clunky as that would be.
New species... the Languageman..
I took a simpler tactic and just disabled the problematic unit test. I seriously doubt it will matter for us.
Issues that cause drafting:
#76682 has revealed that the copypasta versions of the helper procs used in plurality code has drifted completely apart from their original procs. Probably causes our #205 issue. I have kept in the commented versions of the code, so it actually compiles for now, but the commented out versions have to be removed, and make them use the new signals. Also ensure you can't add them to cardboard cards because they already use the signals and also, they are cardboard.This has been fixed, pending CI finding something illegal. #205 has to be tested.New features, and some of the important fixes:
BIODOME