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Feature/ci test #10129
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Feature/ci test #10129
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Add data driven stories to abandoned supplycamps Add data driven stories to abandoned supplyships Add stories to abandoned colonies Server-driven colony creation (pre-validation before townhall opening) New UI for colony deletion/abandoning New UI for colony reactivation New UI for colony creation (includes entering name) New translation strings with more immersive messages for all of these things More relaxed placement of supplyship/camp taking the placeholders into account (will need some schematic adjustments possibly) Fix issues with supplycamp/ship placement handling
…recipes from stonemason (and other buildings where same issue may exist) (#9827) Ensure that the stonemason can craft using brick (not just bricks, the full block) Added dyer recipes to product inclusions, so that these are not references by other buildings (prevents i.e. stonemason from dyeing bricks)
Renames alpha to beta
Added new PathfindingUtils, which hold various common checks used in pathfinding Refactored packages of pathfinding classes, they're no longer split Removed/Cleaned up a lot of unused/old/legacy code Extracted restriction zones to the specific path job types There is now two different constructors for AbstractPathJob for two different types of pathfinding: Start + range for exploring types which do now know their destination Start + end for go to types which know where they end at Cost computation for corner nodes is now based on the parent node, fixing stepup costs for stairs Cost computation for ladders now is an entry-only cost, once on a ladder there is no extra to continue using it Added a randomness cost to pathing options, giving each node a small random cost value additionally, which makes paths more natural and breaks off tie issues Added the ability to explore additional nodes after finding a possible destination, to allow weak destination conditions to explore a bit further, those are then compared by node result score Improved the block lookup cache, allowing it to keep previous values that are in bounds Pathfinding debugging now displays heuristic and cost values Pathfinding debug entity tracking now uses UUID isntead of storing players Colony loaded chunks can now be accessed offthread Fix heuristics/end node scores in serveral pathjobs Fix stuckhandler sometimes resetting paths despite the citizens progressing Fix pond search logic Fix lumberjack tree search with restrictions failing under some conditions Fix nonladder climbables not working
Not so strict on guards not eating/sick handling (as we already got an override on the AI anyway) Make sure builders recalc on restart Try to improve compat for enchantments, etc Fix nametag rename Fix crash in research window
Update housing2.json
Fix the finalized path not getting the correct reached flag, as the result returns it only when its processed
Fix citizen references used after removal Fix citizens not unregistering
Fix citizens thinking they are at the hospital when they're not Reduce miner pull-ahead to 4, (10 is a bit much) Fix courier picking up stuff from builder (this will probably also improve builder pickup efficiency) Fix exceptions when firing couriers with active tasks Already add better DO placement handling
More crash tolerant map synching
Fix the water feature in the Shire flower shop Fix relative offsets of university and library in the MedievalOak universitylibrary decoration (the wrong pillar was overlapping, which gave the library an offset of five blocks) Make sure the medieval universitylibrary decorations have level 0 hut blocks in them
Move the stories from data pack to resource pack, because they're purely client side anyway and the previous design seemed potentially problematic for servers. Parse story elements across multiple files, making it easy to add extra stories in packs. Each file can have either a single element or a list of elements, of one or multiple types, so you can group them however seems to make sense. The content can either be a single entry or multiple entries that share the same biome filter. Allow story elements to be filtered by biome (either by tag or exact). Multiple filters are combined via OR. Specifying no filters means they're valid for all biomes. Currently, only the abandoned colony names are actually filtered; some of the stories probably should be as well but I wanted some feedback/suggestions for particular groupings first. Abandoned colonies use the biome where the town hall block sits, as before. Loot supply camps/ships use a random biome (the idea being that the supplies may have been moved before you found them anyway). Basic datagen for the files, mostly so there's auto-complete for the biome tags.
Fix infinitely long names when state debugging is enabled
Move dyer research Remove cobble from bonus blocks Recruited citizens spawn at pos of visitor Fix mourning fix DO panel placement Small pathing fix
Fix some of the name files
Fix issue when tooltips have an inactive reason, the tooltip would show when it shouldn't
Navigators now keep a long-time average of cost vs distance relation to allow adaptation of heuristics to the terrain (for reachability/nodes explored) Pathjobs now re-evalute heuristic values used on reaching the target or when progress is going badly Add a node limit hit callback to pathjobs to allow increasing a limit when conditions are met Improved pathing stuck handler to not take action while an entity is progressing on a path Improved pathing stuck handler to try walking in all 4 directions, instead of only opposite direction Add new pathjob to move into a given direction for X range Extend debug draw with more types of nodes, path reached nodes are now yellow instead of orange Pathfinding costs are now applied in order, boni are multiplied first, mali are additive (reduced base for all by one due to this) Navigator now keeps the pathresult of finished paths, to allow comparing new incomming ones Fix block lookup cache sometimes shifting previous blockstates to wrong places
Modified the hire trainee setting from a bool setting to a dedicated setting, this way the active state can be controlled With this the hire trainee setting now becomes disabled when none of the different guard types are automatic hire Modified some tags related to bamboo crafting recipes Fixed a few other tags to make them more consistent Added the option for the forester to strip bamboo blocks into stripped bamboo blocks
Make recipes and quests use vanilla item serialization to improve compatibility
Pagoda additions, Spacewars change and Fortress fix in 1.21.1
Caledonia cookery in 1.21
Improve entity setshift toggle performance Add limits to pathing pause time, limit unstuck handler max range
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Closes #
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Changes proposed in this pull request:
[ ] Yes I tested this before submitting it.
[ ] I also did a multiplayer test.
Review please