Assorted module issues from recent changes #1161
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Topic: Architecture
Requests, Issues and Changes related to software architecture, programming patterns, etc.
Topic: UI/UX
Requests, Issues and Changes related to screens, artwork, sound and overall user experience
Edit: Updated quite a bit
I figure these relate to the replacement of the embedded module system with gestalt-module - little unsure whether the bug is here or if this should be in the gestalt-module tracker :-)
Selecting a module where Core exists somewhere down the chain makes Core highlight yellow instead of green (gets selected as a dependency instead of mandatory module)- should be worked via Game Modes - redux #689De-selecting a module where Core exists as a downstream dependency also de-selects Core- should be worked via Game Modes - redux #689Disable all can disable Core (should be forced on, at least for now)- should be worked via Game Modes - redux #689Indirectly selected (yellow) modules appear unable to scan for / register world generators (like enabling Throughout the Ages 2 where the world gen is in 1)- scan active module set (including dependencies) rather than only explicitly selected modules for world generatorsA module with module.info instead of module.txt (Rails) isn't showing up in the module list - unsure if that's because of the scanning or if Gradle tweaked to expect .info instead of .txt isn't building it right (has compiled classes though)- will try to handle this via Apply updated module template all over Nanoware/Terasology#61Otherwise looks pretty stable, running my local integration workspace with all stable modules present!
Some of the fixes are probably easy but figuring best to leave for @immortius :-)
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