-
Notifications
You must be signed in to change notification settings - Fork 30
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Merge #72, #59, #45, Refactoring and Theme System #79
Conversation
so 'ill revert this
…ecoder" This reverts commit afd88b4.
i only did this becouse i dontz know unity very well and couldnt get loading and storing buttons on the eeprom itself to work..
… save migration to new path.
Text is now a little smaller, but it should still be readable on most monitors. 16 bit busses now always stay completely within the text box and look nice and pretty
fixed buggy zoom fixed small bin files shrinking contents used busses got rid of Start() because it was awful simplified code
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Some of this looks fine but im a begginer. what happened to Palette.asset?
I'd love this pull request because Im making a 11x16(11-bit 16 addresses) For my ALU and later I might need to make it 16 by 16 so that it would work with a better version of my ALUs LU(Logic Unit) so it can do more operations and comparisions. I just need more space. I made this in the original and I would hate it if I had to make it again. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This is fine
* WireLayou Merged with chip * Reimplemented Compatibility loop * Theme system completed * Group Signal Completation
This should be good to go, some parts of the main menu are not very nice but they work |
Hey, I've been trying the PR, seems good in the Unity Editor, so far. I suspect it's an issue with the new Unity Input system. I can reproduce the issue in the Unity Editor when changing the Event System components to the new suggested My next thing on the list is to build the main branch's version and see if the issue is present there too, so I can discard the source code’s fault. Otherwise, if the main branch does work correctly, maybe it would be necessary to git bisect and revert whatever the change caused the button's fault. I don’t know if you are noticing the same on your end? It may be an issue with Unity in Linux. |
It happens on my machine (Windows) as well. |
Thank you as always Vito! Just one little nitpick, I don't know if this is intentional, but the changing of pin colors does not display the correct color to be placed. i.e. It displays red but when placed the pin is green. I'm willing to merge as-is and fix later tho, so I'll be just waiting for your confirmation whether to commit the merge or not. |
I'm not sure that I understand the concern, but it is intentional that selecting the color for signals (input/output chip pins) and cables requires separate actions. |
Thank you Vito :D |
Merged #45. Made some alterations to to fix bugs, including making it work with zoom, making it work with small .bin files, and changing the IO to busses for ease of use.
Merged #59.
Merged #72. Fixed 2 minor bugs.
In addition, I have done
QOL of the main menu:
now in the load project menu you can
Fix:
c
as a building block when editingc
#47notes
To implement these features, the format of save files needed to be reworked, for now the format is not very efficient, more data than needed are stored for each subchip, this maybe will be fixed in the next release
Credits haven't been updated