forked from Revolutionary-Games/Thrive
-
Notifications
You must be signed in to change notification settings - Fork 0
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
nucleus in editor, locked organelle, gui change Revolutionary-Games#677
Revolutionary-Games#678 Revolutionary-Games#679 (Revolutionary-Games#709) * nucleus in editor, locked organelle, gui change * fix function editor * clang format fix * fix space at line 196 * fix function onSelectNewOrganelle from common.isEngine to common.isInEngine * span space * second span space * space in microbe editor * restore GUI function, update editor function I restore GUI as was, the check is made inside the listener. I just notice that the editor if statment wasn't correct, * fix bracket sapce * fix some spaces and usless blank lines * fixes if statment remove jquery, use plain javascript * fix space * fix brackets * removed jquery line * fix clang format line 271 * update check for UpdateGuiButtons function - button are disabled only if weren't already disabled - same thing for enabling. * fix format * move comment * Update microbe_editor.mjs * update comment for select button * update comment of updateSelectedOrganelle Better explanation for updateSelectedOrganelle function, introducing the concept of button status made in updateGuiButtons * delete usless check delete usless and branch of if statment in updateSelectedOrganelle function * restore comment * update functions and gui text - delete select removed class - change toltip text according to one more scientifically corret * restore completly old function * nucleus button has disabled status - I just forgot that this could be necessary, so nucleus is prevent to be insert more times by guy, and if bypassed by changing the source code there is still the check in as files * Nucleus name in editor - i revert htis changment before commit, my bad. * Rotation for nucleus organelle. - In renderHighlightedOrganelle method if organelle that is going to be placed is nucleus rotation parameter change to 180 degrees. - in _addOrganelle method is rotating again in order to have the same rotation of render. * Nucleus rotation parameters - removed manual rotation in prodecural_microbe.as - added one time rotation in nucleus_organelle.as Now nucleus is in right position both for microbe controleld by IA and player one, without any modification in editor * clang format fix * nucleus rotation for npc I do not why it works, i also try put 180 degreesin that line and in inserLast organelle few lines later another 180 and i obtain same result * editor name
- Loading branch information
1 parent
86457cb
commit 6879a61
Showing
8 changed files
with
99 additions
and
13 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters