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@noreenko noreenko commented Mar 4, 2023

  • Controller is now the source of truth for load order. This is to prevent issues with caching which I was running into. The pattern is initialize everything, then load everything we actually use determined via settings, keeping both.
  • PawnGenerator rework. No longer does a failed pre req mean the pawn will not get the trait. Instead, we determine what the pawn can get before we randomize. This allows for playthroughs with every pawn spawning as one class or something similar
  • No more maximums for the percentages. Each percentage can reach 100%. If the total percentage goes over 100%, use a weighted percentage. + indicates that the total is over 100% and if there is a conflicting trait or something else affecting getting one of the other percentages, this percentage would be higher.
  • I ended up touching the area of the array PR, so I am closing that one to prevent conflicts.
  • Changed the class enabled bools into a new inner class called CheckboxOption that allows us to link the label and the checkbox together so that I could create buildCheckboxGrid to allow for easier Settings Drawing (literally type out the grid in an array of arrays so you can visualize it)

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