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Flagellum scaling #5491
Flagellum scaling #5491
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This needs text for this feature (removing the placeholders so that the translation system will see the new strings). |
There is still a serious ATP balance display bug / balance which I'm not sure right now how to fix. (With short flagellum) |
ATP balance calculation code where flagellum movement cost is taken into account needs to be updated, if you haven't done that already. The code is in the ProcessSystem file probably. |
Seems for some reason when very short flagellum doesn't have enough mass to push, editor shows ATP consumption as negative and I don't know why. |
Could it be that the math actually works out for it to be negative force / energy cost at certain length? |
Ah I used wrong constant, my bad |
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I noticed a few technical issues. Besides those I guess this doesn't have any major roadblocks if no one wants to comment about the balance of this feature.
There is weird bug where when upgrade popup shows up stuff in it don't fit and you need to scroll but it's generally in usable state |
Is the minimum size set big enough for it? Also if the explanation text doesn't have x-axis minimum width (and word wrap enabled), that would be good to do. And might help with godot messing up the size calculation and showing the scroll bar. |
I tried setting minimum size but it kinda looked like didn't do anything |
The minimum size should be bigger than what the controls naturally want, then it starts affecting things and might fix the scrollbar issue if the natural size has a slight bug where it sometimes calculates the space as slightly too small and adds a scrollbar. |
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Was the new bug that was discovered fixed? I just reviewed the source code again and only 2 of the files I had previous unsolved comments on seem ones with any problems left.
I must worry you that I don't really know how to fix that problem. I tried changing custom minimum size, enable expand mode but neither worked. |
This reverts commit 0945b56.
…into flagellum_remodel
Okay, so you need help with making the GUI work correctly? |
Actually it looks acceptable now. Not perfect (slider doesn't fill out entire horizontal space) but good. |
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Was the default length changed? This was force pushed again so I can't easily check the changes, and GitHub only shows that en.po file was changed since I last marked the file as viewed. |
and also tweaked the visual scale down quite a bit to make the model stretching look less wierd
@@ -2301,6 +2301,14 @@ private void UpdateAlreadyPlacedVisuals() | |||
organelleModel.Visible = !MicrobePreviewMode; | |||
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UpdateOrganellePlaceHolderScene(organelleModel, modelInfo, Hex.GetRenderPriority(organelle.Position)); | |||
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if (organelle.Upgrades?.CustomUpgradeData is FlagellumUpgrades flagellumUpgrades) |
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I just noticed this is in the wrong place, I'll fix this.
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I reduced the extremes of the scaling as I though that that really made it obvious that it was just a model being stretched on a single axis for the graphics. I also fixed that one wrong place where the scale calculation was for the editor. So now I think this is good to go. I opened a follow up issue, though: #5536
Brief Description of What This PR Does
Lets you scale flagellum (shorter/ less ATP usage, less force, longer - vice versa)
Related Issues
closes #4107
Progress Checklist
Note: before starting this checklist the PR should be marked as non-draft.
break existing features:
https://wiki.revolutionarygamesstudio.com/wiki/Testing_Checklist
(this is important as to not waste the time of Thrive team
members reviewing this PR)
styleguide.
Before merging all CI jobs should finish on this PR without errors, if
there are automatically detected style issues they should be fixed by
the PR author. Merging must follow our
styleguide.