#TooManySuits

1236 messages Β· Page 2 of 2 (latest)

rare granite
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awesome

hidden nebula
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throw this into your plugins if you wanna test, I still need to test if multiplayer is all good or not.

my friend is getting on soon.

Oh and the asset bundle is inside the dll as an embedded resource so you can delete SuitSelect

rare granite
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Did you try to tackle the moving text?

hidden nebula
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I will probably never fix that

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I position it based on the bounds of the ship, which are not updated when the ship moves

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so basically I have no way of actually knowing where the ship is

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the position is offset from the ship bounds

rare granite
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but..

hidden nebula
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which it eventually moves to

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when it lands

rare granite
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you see that isn't the issue there

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    private void SetPageText()
    {
        var textMesh = Hooks.SuitPanel.GetComponentInChildren<TextMeshProUGUI>();
        textMesh.text = $"Page {_currentPage + 1}/{Mathf.CeilToInt((float)_suitsLength / _suitsPerPage)}";
    }```
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this is rn

hidden nebula
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Whats wrong with that

rare granite
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hold on

hidden nebula
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Yeah

rare granite
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yeah thats not what I'm talking about hold on

#
private void SetPageText()
    {
        var textMesh = Hooks.SuitPanel.GetComponentInChildren<TextMeshProUGUI>();
        if (StartOfRound.Instance.shipHasLanded)
        {
            textMesh.text = $"Page {_currentPage + 1}/{Mathf.CeilToInt((float)_suitsLength / _suitsPerPage)}";
        }
        else
        {
            textMesh.text = $""; // makes it blank if the ship is moving
        }
    }
    [HarmonyPatch(typeof(StartOfRound), "ArriveAtLevel")]
    public static class smunguss
    {
        static void postfix()
        {
            SetPageText(); // calls it when the ship goes to the level
        }
    }```
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maybe add another call to it right after it lands so you don't have to press a key for it to appear again

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so its still there but this should just make it blank automatically when you start landing on a moon

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you could also add another 2 calls to it for when the ship leaves (automatically or not) and when it shows the endgamestats

hidden nebula
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seems like a lot of effort for a visual bug that causes no harm

rare granite
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I mean yeah but I have ocd probably so I do that sometimes lol

hidden nebula
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No one's ever really cared about it, and setting it to be nothing isn't really a fix for the issue, and it would require a bunch of hooks to functions to determine if we'd landed, took off, or in space etc

hidden nebula
#

I do love ternary operators

rare granite
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never used ternary operators

hidden nebula
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They're pretty cool

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but this is easier to remember:

private void SetPageText()
    {
        var textMesh = Hooks.SuitPanel.GetComponentInChildren<TextMeshProUGUI>();
        if (StartOfRound.Instance.shipHasLanded)
        {
            textMesh.text = $"Page {_currentPage + 1}/{Mathf.CeilToInt((float)_suitsLength / _suitsPerPage)}";
            return;
        }
        textMesh.text = $""; // makes it blank if the ship is moving
    }

the is only set to "" if statements condition is never met, because the function doesn't return;

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just cleans up the code a little bit thats all

rare granite
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wouldn't that set it to be blank always since its set after?

hidden nebula
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No, because it returns before it gets to that

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so the function basically "stops"

rare granite
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oh I didn't see the return

hidden nebula
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also you can put [HarmonyPostfix] to the method that way it doesn't need to be called postfix

rare granite
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oh ok, I know you can do that but I didn't understand why

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so then you can call it whenever and its called at the hook

hidden nebula
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What do you mean?

rare granite
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you can call the method whenever then yeah?

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since its not just PostFix

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but ig the class itself already would differentiate it

hidden nebula
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Well the attribute tells Harmony that its a postfix, and yeah I guess you can call the method yourself but idk why you'd want to do that

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the whole point is that its called after or before the function its hooking

rare granite
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yeah but if you use the method for something else ig

hidden nebula
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Sent out an official update to thunderstore, let me know if there are any bugs

rare granite
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πŸ‘

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the spacing doesn't change with the value, is that intentional?

hidden nebula
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the spacing is copied directly from the vanilla code

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if you go over 20 it'll go over Β―_(ツ)_/Β―

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my mod is not supposed to fix that issue by squishing them together, like I said.

Its pagination.

wraith elm
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Any plans of incorporating TooManySuitsWorldButtons functionality into toomanysuits?
It kinda broke now

hidden nebula
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the mod developer will need to update his mod to be compatible with my update.

lunar sandal
charred spruce
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setting the suit gameObject to false for some reason causes issues with actually equipping it

lunar sandal
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huh, that's weird...

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what if we disabled the Renderer + Interact component instead of disabling the GO?

charred spruce
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basically disables the SkinnedMeshRenderer and MeshRenderer components specifically rather than the gameobject

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I imagine you could prob incorporate a similar fix for TooManySuits

lunar sandal
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πŸ‘€

charred spruce
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if that is the issue. I'm not 100% certain

lunar sandal
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I'll give it a shot tmrw probably

charred spruce
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I just remember trying to figure out if my mod caused the issue a while back and was happy to find out it wasnt me lol

lunar sandal
#

thank you for the lead though

charred spruce
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would be nice to see this mod work with no issues with mine catsmiley

lunar sandal
charred spruce
lunar sandal
#

yup :)

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will do

hidden nebula
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I appreciate you making a pull request

lunar sandal
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you're welcome πŸ™‚

hidden nebula
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I just merged it

lunar sandal
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got some more PRs in the pipeline if you wanna wait for a release

hidden nebula
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Ill push an update to TooManySuits on thunderstore as well

hidden nebula
lunar sandal
hidden nebula
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That is insane

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Does that actually work?

lunar sandal
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yeah lol

hidden nebula
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What

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the

lunar sandal
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:D

hidden nebula
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I literally tried that

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LOL

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Thanks bro

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appreciate the help

lunar sandal
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I saw it in Unity Explorer and was like "huh?"

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np :D

hidden nebula
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Yeah I saw it so many times, I just could never get it to work properly

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like the offsets from where the ships object starts were different for some reason

lunar sandal
hidden nebula
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Sounds good, just let me know when you're done and ill make a release

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I think I remember why I didn't visibly hide the suits

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because they would still be there, you could still select them even while they were invisible

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thats why I went with disabling the whole object

lunar sandal
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yeah, that was a bit of a pain. Disabling the Interact component wasn't enough. I also had to disable the collider

charred spruce
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interesting, wonder why I didnt need to do that for suitsTerminal Think I'm guessing it's because I set disableObject to true in my case? Is that property available for unlockableSuit?

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worth noting that property is different than gameObject.SetActive

lunar sandal
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idk much about Unity, but that member doesn't exist on my end.

charred spruce
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hmmm, must have been a difference in how we access the suits then. It's a property of AutoParentToShip which is what my code I linked earlier accesses for each suit

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i doubt there's much of an impactful difference from the user's standpoint though

lunar sandal
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@hidden nebula would you mind adding a license to the repo? MIT maybe?

lunar sandal
#

thanks

lunar sandal
#

It uses <PackageReference>s now, so no need to copy files over to the Includes folder.
Also included a zip MSBuild target, so you can just build in the Release configuration (dotnet build -c Release) and it will create bin/Release/netstandard2.1/package.zip, ready to upload to Thunderstore.

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imma go make food now, feel free to @ me if you have any questions

deft crown
light hawk
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its getting spammed when i get in the game and exit to main menu
it stopped if i get back in a game

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v1.1.1

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im not sure if this is game breaking or not btu its just concerning when u just wanna do a quick reopen lobby

hidden nebula
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Ill take a look in a minute

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how do I reproduce this issue?

light hawk
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open the game, open a new/old save
exit to main menu
and there the error poppep up

hidden nebula
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Ill take a look now

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thanks bro

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Ah okay

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I was confused what was going on

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because a null check is right there

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but I assume AutoParentToShip is expecting our game object

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to be valid

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which it might not be in the main menu

hidden nebula
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Okay I found the issue and its (not really a problem) just causes console spam which is annoying.

I will fix it now.

hidden nebula
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@light hawk I pushed the update

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You'll have to wait for thunderstore to fully update before you can download it

light hawk
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thankk uu
ill test later normalcat

hidden nebula
#

πŸ™

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Sorry for the inconvenience, I should've caught that in testing (I didn't have console open)

jagged knot
hidden nebula
worldly talon
lunar sandal
worldly talon
lunar sandal
#

I actually just finished adding support for controller binds lol

worldly talon
lunar sandal
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yeah, I'll do both because the default keybinds might not be obvious to new players

lunar sandal
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what do you think of these defaults:

  • next page: north button
  • previous page: east button
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I don't play controller so I have no idea if these clash with default binds

worldly talon
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west and east cyle inventory

lunar sandal
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dpad buttons you mean?

worldly talon
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oops sorry yeh

lunar sandal
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ye

worldly talon
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i misread

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i believe north is to move furniture so that should be okay

lunar sandal
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ah yeah it is

worldly talon
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or is it east lol

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i cant remember

lunar sandal
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it's north

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just tested it :P

worldly talon
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and LB and RB (5 and 6) i believe, we usualy maps those and the left stick press to emote wheels and stuff

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but Y and B should be fine when at the rack

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oh wait

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B will drop items I think

lunar sandal
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oh

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that might be a problem hmm

worldly talon
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so if holding an item while cycling it will drop whatever is highlighted lol

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ye

lunar sandal
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wait how do you even use the terminal on controller lmao

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do you just... not? :D

worldly talon
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lol

lunar sandal
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oh sick

worldly talon
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oh maybe bind the pages to the triggers??

lunar sandal
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left trigger sprints

worldly talon
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yeh but while standing there at the suits should be ok?

lunar sandal
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oh yeah

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I could do that

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ig it would also toggle your flashlight (or whatever item you're holding) when pressing right trigger

worldly talon
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crap the right trigger uses your primary item though

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yeh lol

lunar sandal
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but probably not an issue since most ppl configure suits early on before buying any items

worldly talon
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thats true

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I would do the triggers with optional keybinds then

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it would be good

lunar sandal
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well they're gonna be bound by default to the triggers

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or would you rather not have default controller binds?

worldly talon
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I would personally just so its easy to use out of the box lol

lunar sandal
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yeah that's what I'm thinking

worldly talon
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well mainly my girlfriend uses controller and a couple friends

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my gf said that sounds good enough for her lol

lunar sandal
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haha sounds good

worldly talon
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thank you!

lunar sandal
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you're welcome :)

hidden nebula
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peelz why don't you have modder role?

lunar sandal
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oh uh, I haven't really published any meaningful mods πŸ˜…

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just contributing to existing mods here and there for now

lunar sandal
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@worldly talon update should be live soon πŸ™‚

serene parcel
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Why is InputUtils a dependency ?

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Making InputUtils a dependency after removing the keybinds xd

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Keybinds are planned to come back as optional? Or forgot to remove, after plans have changed?

dawn galleon
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Are you sure it just doesn't have the option to use binds or the actual buttons?

serene parcel
dawn galleon
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Prolly an oversight

serene parcel
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Can happen, but I like the update

dawn galleon
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It was probably already a dependency and the dev forgot to remove it, tbh it's not a big deal as most mods use it anyways

serene parcel
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In the previous version, it wasn't a dependency

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Is just likely, that it was planned and forgotten

serene parcel
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Never liked how more suits squeezed the suits (without moving the actions, to wear the suit you are looking at) and always turned MakeSuitsFitOnRack off

viscid marlin
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I hope they add the keybinds back. I liked using my keyboard to switch the suit pages.

serene parcel
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I like the new way, it's straightforward and minus 2 keybinds, if you already have a lot because of mods,
but to have it optional wouldn't hurt

lunar sandal
hushed orbit
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for some reason i cant change the page with the arrows

lunar sandal
hushed orbit
wraith elm
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can it be mAtTE iNsTeAD oF gLoSsY?

lunar sandal
# wraith elm can it be mAtTE iNsTeAD oF gLoSsY?

It looks like that because it uses a lit shader, so it can interact with the lighting in the environment (mostly so that it doesn't stick out like a sore thumb when the lights are turned off).
There's no official HDRP lit shader for TextMeshPro, and I had to use some experimental shader that's been in development limbo for 2+ years. I can probably take another crack at it, but no promises.

wraith elm
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Other than that the mod is a godsent. Especially with the new in world buttons. Been using the 1.0.9 version for way too long

lunar sandal
serene parcel
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feature idea, if it's possible, config option to enable one suit set per page (or two pages, if the set has many suits)

lunar sandal
serene parcel
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Guessed it

lunar sandal
serene parcel
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I personally use a structure like this to have suits on specific pages:

moresuits
  - Rack1
    - moresuits
      - 6 suits (+ 7 Vanilla)
  - Rack2
    - moresuits
      - 13 suits
  - Rack3
    - moresuits
      - 13 suits
  - !less-suits.txt
lunar sandal
glacial breach
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any way you can add an option to move the whole rack entirely?

serene parcel
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Sounds like something for another mod. You could post it in #1188298686560739389, if it doesn't exist already.