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Master to harmony branch, resolved conflicts, savegame compatibility fix #428
Master to harmony branch, resolved conflicts, savegame compatibility fix #428
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Separated out the branch string, so we can now distinguish between DEBUG, LABS and STABLE. Also minor code rearranging to aid readability.
Using the new LABS token allows us to dynamically add other version of TM:PE (either STABLE or LABS as applicalbe) to the incompatible mod checker. This still won't detect local install versions, but it will drastically reduce number of users who have more than one TM:PE subbed and subsequently reduce the issues with non-saving road config.
VersionLabel.cs references the `Version` value, so made it static like it was before (not ideal, but not a regression either). Also added L, D, or S to denote build branch which will be useful for support purposes.
Fixed blunder with location of the additions to incompatible mods list.
This adds the branch to the title on the incompatible mods dialog. I've updated language files as applicable; most were untranslated, except `fr` and `ko` - `ko` didn't include the word `Traffic Manager` and `fr` had the translation at the start so easy to modify.
Changed workshop ids to ulong.
Updated to full string, not abbreviation.
* Local TMPE build now detected * UI shows "Delete" button for it * Click handler knows difference, but doesn't yet delete * Directive block is commented out for testing * Needs additional work for completion!
Added local mod deletion + code cleanup, still testing
Moved detection to correct fine, now detects properly even if no other incompatible mods present. Also tested unload/delete which seems to be working fine.
Minor code cleanup
Improved code readability
Tested and seems to work, although I can't figure out why the wrong folder name is shown for local builds.
Just trying to restart the build process.
`Path.GetDirectoryName(mod.modPath)` was assuming last item on the path was a file, but `mod.modPath` doesn't include a file.
- Parking AI: Last segment before parking space is now required to be accessible by car - Bugfix: Random parking broken - Bugfix: Pedestrian crossing restriction affects road-side parking - Pedestrian crossing is allowed at untouchable bent nodes - Removed u-turn lane arrow check at transition nodes
- Bugfix: Changes of default junction restrictions are not reflected in the UI overlay - Bugfix: Resetting stuck cims unpauses the simulation (#351)
Minor fixes: Saving/Loading junction restrictions, UI overlay, Reset stuck cims
There was already locale key for `Delete` so only new key is for `Unsubscribe`
First attempt at removing panel when a mod is removed. Also, if no mods left, the dialog closes.
When offline, the LABS and STABLE builds won't check for local TM:PE mods. This prevents offline LABS/STABLE builds from deleting themselves lol.
Assuming any form of offline will cause `PluginManager.noWorkshop` to be `true`, check that first.
Version 10.21.1 hotfix
Update lang_zh.txt
It's features such as Improved AI (aka Advanced Vehicle AI and DLS in TM:PE) and lane connections are now part of TM:PE.
Changelog: Added Traffic++ history
…s-Traffic-Manager-President-Edition into 119-migration-to-harmony-merged # Conflicts: # README.md # TLM/TLM/State/Options.cs # TLM/TLM/TLM.csproj # TLM/TLM/TrafficManagerMod.cs # TLM/TLM/UI/TrafficManagerTool.cs
…124/Cities-Skylines-Traffic-Manager-President-Edition into 119-migration-to-harmony-merged # Conflicts: # TLM/TLM/TrafficManagerMod.cs
Fixes Harmony savegame compat with the pre-Harmony master
Just a small PR then 🤣 How does this relate to PR #260 - does it replace it or is it part of it? |
I assume it solves rebase conflict by reverse-merging the master, and also this savegame fix from the last night. It is not easy to review though, essentially reviewing stuff that happened since March. |
Added couple of missing keys
I assume we're ignoring inconsistent |
Isn't that change in #419 ? |
I will do multiple passes over the remaining files later, to make them more or less StyleCop compliant and to clean up remaining tabified files. Not everything at once. |
Stuff I've looked at so far seems good. I'll do some more checking later this evening, particularly around stuff like mod compatibility checker. |
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Went through every file (ignoring the whitespaces) and it
looks good
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👍 LGTM
Highlights: