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Add a bunch of modules to the lineup + bump libraries #2451

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merged 1 commit into from
Sep 9, 2016

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@Cervator Cervator commented Aug 23, 2016

Normally I just slip new modules straight into develop from time to time when we get them, but this batch is huge and a bit unusual so I thought I'd PR them for discussion. There are also some I'm not sure we should add yet.

New modules with doc updates in this PR

These are the ones I think we should add for sure and I just tested all of them:

  • Dialogs - involved with both unreleased L&S work and the new dynamic cities tutorial. Might not be perfect yet (I can only sporadically get the dialogs to work in the city tutorial) but it has been outside the lineup long enough - it actually went out of date vs. the engine and I didn't notice since it wasn't in my mega-workspace (107 modules and counting!). You okay with that @msteiger?
  • MedievalCities - new by @skaldarnar and makes awesome cities!
  • Potions - fixed up by @xrtariq2594 and split out from Alchemy which in part had some pieces split out from TTA (I think?). Ancient version of the potions by bi0hax broke long ago, seemed fitting to regenerate it this way. Could be used by @flo to add potions to chests in GooeysQuests
  • Rails - finally fixed in part by @SkySom then @pollend. Its master branch works about as well as I remember it from days of old (locos move, carts can be attached with some difficulty and move along, player can ride). Develop branch has the big rails and they work again but have no vehicles. @pollend is working on an overhaul of movement in an experimental branch. Ready for Metal Renegades @SuperSnark and @glasz? :D
  • TutorialAssetSystem - added by @oniatus a while back and also just sort of sat there without being formally added. Separate note on all the tutorial modules below. I think it is ready.
  • TutorialDynamicCities - GSOC 2016! Just tested out @CptCrispyCrunchy's work and its worlds look amazing. Few quirks here and there and depends on Dialogs with MedievalCities as an optional (I guess? Just worked!) - goes with the DynamicCities wiki for more docs
  • TutorialGraphicTweaks - GSOC 2016! @tdgunes added a simple proof of concept example in there that goes with and depends on [RFR] Introduces API for module developers to add graphical tweaks to their mods #2449. Needs a bit more work and maybe some documentation in its wiki down the road, but unsure when we should target that
  • TutorialNui - GSOC 2016! @rzats added a great wiki here that covers both some NUI stuff in general and the editor he made. Actually doesn't have any code or assets in the module. More on that below.
  • WeatherManager - surprisingly old module (last functional change by @LinusVanElswijk 1.5 years ago) that just never got shoved into the lineup. I think it is time. Since I happened to leave it in my mega-workspace it did get engine updates over the many months and actually seems to work perfectly (tracks weather states and generates + slowly moves a thin cloud layer). I think we pretty much had working rain in an earlier particle system effort (Improved particle systems [$25] #2208) that could've been added here.

So what's up with all the tutorial modules?

They aren't necessarily for players, more for modders - which is kind of awkward. But if we don't keep them in the lineup they'll likely get dusty, and they'll be less visible. Right now we really only have the "Omega" lineup and that's on me. All that stuff needs to be split out better and that's a big goal for my current sabbatical period. I need to figure that out but for now this is the easiest option. I might try to tweak the module descriptions to better indicate this.

Extras

Other than the list above which have doc added on them in this PR there are a few more potential candidates for addition:

  • Alchemy, Cooking, WorkstationCrafting - @xrtariq2594's inventions/extractions from TTA and bits of JS, sort of a benevolent Frankenstein mutant of the two. Could also consider them Neo-TTA or something. @xrtariq2594 do you think they're about ready for inclusion? Several of the other modules like them have been grabbed.
  • FlightModeToggleButton, HUDToggleButtons - old inventions by @Josharias that likewise just never made it in the lineup despite seemingly working in the past. I haven't retested them and suspect they might have gone out of date since I don't have them locally :(
  • SampleIntegrations - new module by meee - much like @tdgunes' example module for the new rendering stuff this one takes advantage of [RFR] Introduces API for module developers to add graphical tweaks to their mods #2449 to add a shader in a module. This one adds a sort of rose colored glasses view of the world, making everything look more vibrant. Actually surprised how well it turned out. My goal was to begin a new sample module for more complex examples that involve dependencies on other modules. Still only exists locally in my workspace.

Outstanding before merge:

  • Tweak descriptions and maybe version numbers for some modules, especially the tutorial ones
  • Consider including some of the extras listed above
  • Actually update the Omega distro list in the Index repo
  • Sort the view tabs in Jenkins around appropriately between Modules and ModulesPending

…s (fixed), TutorialAssetSystem, TutorialDynamicCities, TutorialGraphicTweaks, TutorialNui, WeatherManager.
@Cervator Cervator added Category: Doc Requests, Issues and Changes targeting javadoc and module documentation Category: Build/CI Requests, Issues and Changes targeting gradle, groovy, Jenkins, etc. Category: Gameplay Content Requests, Issues and Changes targeting gameplay mechanics and content in progress labels Aug 23, 2016
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Hooray Jenkins reported success with all tests good!

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Potions is almost all set. Just need to merge the develop branch into the master, and it (along with AlterationEffects) is already to be included into the lineup.

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flo commented Aug 25, 2016

@Cervator , @xrtariq2594 looking forward to the potion module. Does it include also empty bottles?

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Not yet sadly @flo

Eventually, once I get done tinkering with InGameHelp, I'll move that item over to the Potions module. I'll also add a feature where if you drink the potion from the potion bottle, it'll give an empty potion bottle back.

@Cervator Cervator changed the title Add a bunch of modules to the lineup Add a bunch of modules to the lineup + bump libraries Sep 9, 2016
@Cervator Cervator merged commit 8d2d446 into develop Sep 9, 2016
Cervator added a commit that referenced this pull request Sep 9, 2016
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Cervator commented Sep 9, 2016

Went over this again to merge.

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