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Custom Eye Travelers #1031

Merged
merged 20 commits into from
Feb 10, 2025
Merged

Custom Eye Travelers #1031

merged 20 commits into from
Feb 10, 2025

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Hawkbat
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@Hawkbat Hawkbat commented Feb 1, 2025

Major features

  • Added a new EyeOfTheUniverse module to the planet body config for features specific to the Eye of the Universe scene.
  • Added eyeTravelers, quantumInstruments, and instrumentZones to the EyeOfTheUniverse module to support adding new travelers and instrument 'puzzles' to the Eye of the Universe in a compatibility-minded way.

Improvements

  • When custom travelers are present, a new custom audio scheduler is used for the campfire song at the Eye of the Universe to reduce desyncing and remove the awkward cross-fade into the finale audio clip.

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@Bwc9876 Bwc9876 left a comment

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Some small changes to the docs but other than that the docs look solid.

docs/src/content/docs/guides/eye-of-the-universe.md Outdated Show resolved Hide resolved
docs/src/content/docs/guides/eye-of-the-universe.md Outdated Show resolved Hide resolved

namespace NewHorizons.Components.EyeOfTheUniverse
{
public class InstrumentZone : MonoBehaviour
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Why does this exist? Probably for a good reason so can you comment in the class why

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(I ask bc its an empty class)

@@ -691,6 +691,11 @@ private static GameObject SharedGenerateBody(NewHorizonsBody body, GameObject go
atmosphere = AtmosphereBuilder.Make(go, sector, body.Config.Atmosphere, surfaceSize).GetComponentInChildren<LODGroup>();
}

if (body.Config.EyeOfTheUniverse != null)
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Doesn't seem to be anything stopping this being called from outside the eye scene, so we should have that. When validating configs we should log errors if this is not null and the system isnt set to EyeOfTheUniverse

@xen-42 xen-42 merged commit 294a709 into dev Feb 10, 2025
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@xen-42 xen-42 deleted the hawkbar-eye-sequence branch February 10, 2025 04:18
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3 participants