Phobos
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Minor Save fix
This PR has been already tested by hundreds of MO336 players which is known as Extra Save Fix
in it, it provides fixes like:
Map lighting get corrupted after load the save
BuildOfAlly is reset after load the save
It also include a new trigger action called AdjustLighting which is more detailed. Which means you can choose to only update CellDrawers, Objects, and CustomPalettes. That has been tested already too, by many mappers like Sandman, Esther and so on.
This dll conflicts with the savefix dll in mo336, do not test them together.
Nightly build for this pull request:
- compiled-dll-e7cdf955e790548ec861b61482ef7f4af4e1f6c2.zip This comment is automatic and is meant to allow guests to get latest nightly builds without registering. It is updated on every successful build.
@secsome add the damn docs and let's merge before 0.3 comes out ffs @chaserli may help with testing for example?
@secsome add the damn docs and let's merge before 0.3 comes out ffs @chaserli may help with testing for example?
After the branch gets updated. I don't quite understand the code here.
Which part is responsible for BuildOffAlly S/L fix? I don't quite get it
Is it the serialization of SessionClass::Instance->Config
?
Which part is responsible for BuildOffAlly S/L fix? I don't quite get it Is it the serialization of
SessionClass::Instance->Config
?
yes, .Process(SessionClass::Instance->Config)
does the fix, as YR didn't do serialization on SessionClass
, I decided to simply serialize it in ScenarioClass
- BuildOffAlly S/L fix confirmed
- Lighting S/L issue seems to be fixed but
I didn't S/L at this moment, just after time-freeze, it became like this, where there's probably a light tint post at the center. It's gone after S/L, and I can not reproduce the issue on every new trial.
I cannot reproduce the issue you mentioned here.
This feature should have a tag to switch it on, I will add a tag later.
Err why exactly is the switch needed?
Err why exactly is the switch needed?
I think it may refer to the issue I reported above, although I think it's actually not quite necessary
Even if you insist so, I would recommend setting the default value to yes unless shit happens
There are some existing maps set the lighting without the fix, if you don't give an option to disable the lighting fix, the existing maps will looks bad. So this is just a forward compatibility.
so what's the actual state😵
What needs to be tested:
- Reveal All Command
-
BuildOfAlly
- TAction 507
AdjustLighting
-
[Basic]>AdjustLightingFix