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f7cd4b9
Update modinfo_stable.sbmi
ari-steas Jan 31, 2025
836b050
Update CommandHandler.cs
ari-steas Jan 31, 2025
1135d43
Update modinfo_stable.sbmi
ari-steas Jan 31, 2025
b60fc0a
Unnerf Fusion Radiators (#1874)
ari-steas Jan 31, 2025
b837902
Remove unnecessary textures (#1875)
ari-steas Jan 31, 2025
90dff8f
S5 Dev Push
FP-Anomaly Feb 1, 2025
dbd41be
SOL S5 Dev Push
FP-Anomaly Feb 1, 2025
c4d8bca
Merge branch 'main' of https://github.com/FP-Anomaly/SCModRepository
FP-Anomaly Feb 1, 2025
86c8754
Update Aristeas NewUniversalUpload.yml
ari-steas Feb 1, 2025
7a03998
Merge branch 'stable' into main
ari-steas Feb 1, 2025
780f4ce
Create Push n Pull Test.txt
FP-Anomaly Feb 2, 2025
e60d29a
Merge branch 'main' of https://github.com/FP-Anomaly/SCModRepository
FP-Anomaly Feb 2, 2025
140da29
Create Tester2.txt
FP-Anomaly Feb 2, 2025
3e78f1e
More testing
FP-Anomaly Feb 3, 2025
3a9c213
Test
FP-Anomaly Feb 3, 2025
946e66d
Create Testy.txt
FP-Anomaly Feb 3, 2025
991b89d
S5 Dev Push for realz
FP-Anomaly Feb 3, 2025
00bc63a
SOL SEASON 5 UPDATE (#1877)
FP-Anomaly Feb 3, 2025
f385788
Point Additions and Final Tweaks
FP-Anomaly Feb 3, 2025
8b4c1d8
Merge branch 'main' into main
FP-Anomaly Feb 3, 2025
2ff7ab1
Point Additions and Final Tweaks (#1878)
FP-Anomaly Feb 3, 2025
ada32af
Update SUGMA Clearboard (#1879)
ari-steas Feb 4, 2025
0ec1912
Update PointAdditions.cs
FP-Anomaly Feb 4, 2025
5d14c1c
Merge branch 'main' into main
FP-Anomaly Feb 4, 2025
e21290d
Update PointAdditions.cs (#1880)
FP-Anomaly Feb 4, 2025
37abfbe
Revert mistaken fusion heat edits (#1882)
ari-steas Feb 6, 2025
b0ed423
KOTH go Brrrr
CommodoreChet Feb 7, 2025
71e2d36
KOTH go Brrrr (#1884)
CommodoreChet Feb 7, 2025
73490cd
Hard-sync winning KOTH faction (#1885)
ari-steas Feb 7, 2025
d17a510
Dev (#1886)
ari-steas Feb 7, 2025
19789d2
shrink Indicator
CommodoreChet Feb 7, 2025
09ea747
shrink Indicator (#1887)
CommodoreChet Feb 7, 2025
41dc439
Fix KOTH win condition display (#1888)
ari-steas Feb 7, 2025
a7588b8
fix merge failure (#1890)
ari-steas Feb 7, 2025
17708eb
Misc. SUGMA changes (#1891)
ari-steas Feb 7, 2025
66ddf72
Tune up new fusion radiators (#1892)
ari-steas Feb 9, 2025
15b0be1
OS1 Tweaks
FP-Anomaly Feb 9, 2025
1115f64
Merge branch 'main' into main
FP-Anomaly Feb 9, 2025
ed414cf
OS1 Tweaks (#1893)
FP-Anomaly Feb 9, 2025
e911c3f
Mostly functional upgraded fusion hud (#1894)
ari-steas Feb 24, 2025
ecc7703
modify fusion hud (#1895)
ari-steas Feb 27, 2025
54902fa
Update FusionWindow.cs
ari-steas Feb 28, 2025
ec9199d
Re-exclude SRBs from grid integrity calcs (#1898)
ari-steas Mar 1, 2025
2bd69c1
Emergency bounce zone fix (#1899)
ari-steas Mar 1, 2025
8a74364
Create AiRange_EntityComponents.sbc
ari-steas Mar 2, 2025
269e352
Disable monowhip animation (#1896)
ari-steas Mar 2, 2025
d747c21
Merge branch 'stable' into main
ari-steas Mar 2, 2025
aa66b6a
Configurable Minimum Siege Time
CommodoreChet Mar 2, 2025
91d9cb1
Configurable Minimum Siege Time (#1902)
CommodoreChet Mar 2, 2025
9fb9dce
Delete Weapon Mods/Stable/Anomaly_Solaris_Hypernautics directory
ari-steas Mar 2, 2025
f5a185b
Tweaks and Shotgun Reworks
FP-Anomaly Mar 2, 2025
4dbcebd
Merge branch 'main' into main
FP-Anomaly Mar 2, 2025
ef95e57
Tweaks and Shotgun Reworks (#1903)
FP-Anomaly Mar 2, 2025
035bc39
Adding Stealth Drive
FP-Anomaly Mar 2, 2025
998d04d
Merge remote-tracking branch 'upstream/main'
FP-Anomaly Mar 2, 2025
5b7acc2
Stealth Drive (#1905)
FP-Anomaly Mar 2, 2025
006b589
Update and rename modinfo.sbmi to modinfo_main.sbmi
ari-steas Mar 2, 2025
9816c8d
the cast spectator smoothening (#1906)
InvalidArgument3 Mar 2, 2025
a3c0011
Update SOL_CubeBlocks.sbc
FP-Anomaly Mar 5, 2025
20a0759
Merge pull request #2 from StarCoreSE/main
FP-Anomaly Mar 5, 2025
7219d54
Update SOL_CubeBlocks.sbc (#1907)
FP-Anomaly Mar 5, 2025
c9f7772
Azimuth lock Charon to a 90 degree cone
ari-steas Mar 6, 2025
8000a9a
GREAT WELDING
BadM0dder Mar 6, 2025
c703f2f
Charon Buffs
BadM0dder Mar 6, 2025
c1a569b
GREAT WELD'EN'IN'G (#1910)
BadM0dder Mar 6, 2025
fb83036
Update ShipTracker.cs
ari-steas Mar 6, 2025
5da3d02
Update ShipTracker.cs
ari-steas Mar 6, 2025
d9d1f18
Dev (#1911)
ari-steas Mar 6, 2025
944130f
SM-3 Description Caution and Auger Particles Smaller
FP-Anomaly Mar 6, 2025
30fdde6
Update Nariman_Turret.cs
FP-Anomaly Mar 6, 2025
a7e27ec
Merge branch 'main' into main
FP-Anomaly Mar 6, 2025
66e90e2
Update Nariman_Turret_Ammo.cs
FP-Anomaly Mar 6, 2025
85c5c98
Merge branch 'main' of https://github.com/FP-Anomaly/SCModRepository
FP-Anomaly Mar 6, 2025
f29c8af
Updates (#1912)
FP-Anomaly Mar 6, 2025
336fcbc
Merge pull request #3 from StarCoreSE/main
FP-Anomaly Mar 6, 2025
a99db92
Merge pull request #3 from StarCoreSE/main (#1913)
FP-Anomaly Mar 6, 2025
2011871
Blink Drive Power Draw
BadM0dder Mar 6, 2025
c99ad05
Merge branch 'main' into season-5
BadM0dder Mar 6, 2025
d3beba0
Blink Drive Power Draw (#1914)
BadM0dder Mar 6, 2025
128fcf4
Merge remote-tracking branch 'upstream/main' into season-5
BadM0dder Mar 6, 2025
e42ca98
Merge branch 'season-5' of https://github.com/BadM0dder/SCModReposito…
BadM0dder Mar 6, 2025
f2a2032
attempt to improve siege formula
BadM0dder Mar 6, 2025
8d9e47c
Merge branch 'main' into season-5
BadM0dder Mar 6, 2025
bcf6cdb
attempt to improve siege formula (#1915)
BadM0dder Mar 6, 2025
ade232b
KOTH & ShareTrack Dev (#1916)
ari-steas Mar 7, 2025
926d526
Chets desired changes
BadM0dder Mar 8, 2025
5addada
Merge branch 'season-5' of https://github.com/BadM0dder/SCModReposito…
BadM0dder Mar 8, 2025
94931ff
Merge branch 'main' into season-5
CommodoreChet Mar 8, 2025
7e0437f
Season 5 (#1917)
BadM0dder Mar 8, 2025
13fed80
Update KOTHGamemode.cs
ari-steas Mar 8, 2025
3181990
Update SUGMA_SessionComponent.cs (#1918)
ari-steas Mar 8, 2025
2cd5407
Update selfrepair.cs
BadM0dder Mar 15, 2025
4242ddd
Merge branch 'season-5' of https://github.com/BadM0dder/SCModReposito…
BadM0dder Mar 15, 2025
e548d54
Update Aristeas NewUniversalUpload.yml
ari-steas Mar 15, 2025
df4639a
Create createfiletest.txt
ari-steas Mar 15, 2025
d5af7da
Delete createfiletest.txt
ari-steas Mar 15, 2025
7fd284c
Update Aristeas_BuildScripts.yml
ari-steas Mar 15, 2025
9f66cea
Update Aristeas_BuildScripts.yml
ari-steas Mar 15, 2025
1a2b6d7
RAC Buff
BadM0dder Mar 17, 2025
912037e
Merge branch 'main' into season-5
BadM0dder Mar 17, 2025
a160138
Rac Buff, plate repair reversion (#1922)
BadM0dder Mar 17, 2025
41dd93e
Update FixedgunRLXammo.cs
BadM0dder Mar 17, 2025
46862fe
Merge branch 'season-5' of https://github.com/BadM0dder/SCModReposito…
BadM0dder Mar 17, 2025
fc81bc8
Merge branch 'main' into season-5
BadM0dder Mar 17, 2025
79e0fe6
Update LBX_ammo.cs
BadM0dder Mar 17, 2025
249c9c0
Become NonProportional (#1923)
BadM0dder Mar 17, 2025
e0967d0
Merge branch 'season-5' of https://github.com/BadM0dder/SCModReposito…
BadM0dder Mar 17, 2025
bbb6d9f
Merge branch 'main' into season-5
BadM0dder Mar 17, 2025
35bb445
Woe, 8 more LBX fragments be upon yee (#1924)
BadM0dder Mar 17, 2025
5806429
Beta test for ye old metalstorm
BadM0dder Mar 17, 2025
6d2dad4
Merge branch 'season-5' of https://github.com/BadM0dder/SCModReposito…
BadM0dder Mar 17, 2025
aabd2c0
Merge branch 'main' into season-5
BadM0dder Mar 17, 2025
5fae61c
Testing out Metalstorm ideas on ModDev (#1925)
BadM0dder Mar 17, 2025
ad7cea9
testing railguns
BadM0dder Mar 17, 2025
c7e2c9d
Merge branch 'season-5' of https://github.com/BadM0dder/SCModReposito…
BadM0dder Mar 17, 2025
e4e540d
Merge branch 'main' into season-5
BadM0dder Mar 17, 2025
ca4b6ca
Trying something to make the railgun *ok* again on mod-dev (#1926)
BadM0dder Mar 17, 2025
58661e8
ok im overcooking the types on mod-dev
BadM0dder Mar 17, 2025
2141b60
Merge branch 'season-5' of https://github.com/BadM0dder/SCModReposito…
BadM0dder Mar 17, 2025
ca5b949
Merge branch 'main' into season-5
BadM0dder Mar 17, 2025
172ea49
overcooking the types on mod-dev if you tell me they are still bad I …
BadM0dder Mar 17, 2025
17fc000
Add CameraInfoApi (#1928)
ari-steas Mar 18, 2025
caa3cd0
forgor mb
ari-steas Mar 18, 2025
e348934
Create CONTRIBUTING.md
ari-steas Mar 18, 2025
c30d57b
Update README.md
ari-steas Mar 18, 2025
1a40117
Update CONTRIBUTING.md
ari-steas Mar 18, 2025
162c9c3
Update and rename unfuckaudio.py to fixaudio.py
ari-steas Mar 18, 2025
f73b4ef
ModDev Thrust Experiments
BadM0dder Mar 18, 2025
6ee011d
Merge branch 'main' into season-5
BadM0dder Mar 18, 2025
19a7699
ModDev Thrust Experiments (#1929)
BadM0dder Mar 18, 2025
fc8db2d
maybe it hates decimals
BadM0dder Mar 18, 2025
1522cf3
Merge branch 'season-5' of https://github.com/BadM0dder/SCModReposito…
BadM0dder Mar 18, 2025
943d47f
maybe it hates decimals (#1930)
BadM0dder Mar 18, 2025
04cb9ce
Make FlakWall's Work Again
BadM0dder Mar 19, 2025
fb98062
Merge branch 'main' into season-5
BadM0dder Mar 19, 2025
eebfa1a
Make FlakWall's Work Again (#1931)
BadM0dder Mar 19, 2025
25ca92d
Railgun checking to see if this BBH even works
BadM0dder Mar 19, 2025
924fb24
Merge branch 'season-5' of https://github.com/BadM0dder/SCModReposito…
BadM0dder Mar 19, 2025
5fcf94e
Merge branch 'main' into season-5
BadM0dder Mar 19, 2025
0587a87
railgun checking BBH differences in single and multiplayer (#1932)
BadM0dder Mar 19, 2025
40bfa44
ok works, less funny numbers for railguns
BadM0dder Mar 19, 2025
8a0ed23
Merge branch 'season-5' of https://github.com/BadM0dder/SCModReposito…
BadM0dder Mar 19, 2025
69580a2
Merge branch 'main' into season-5
BadM0dder Mar 19, 2025
3341858
railgun taps to perfection
BadM0dder Mar 19, 2025
ece0110
Clean up block categories (#1934)
ari-steas Mar 19, 2025
a283ca0
Merge branch 'stable' into main
ari-steas Mar 19, 2025
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2 changes: 1 addition & 1 deletion .github/workflows/Aristeas_BuildScripts.yml
Original file line number Diff line number Diff line change
Expand Up @@ -23,4 +23,4 @@ jobs:
# done
- id: build-mods
run: |
& "C:\Program Files\SCUniversalUpload\SC_NewUniversalUpload.exe" "build" --repo "${{ github.workspace }}" --changes "${{ steps.changed-files.outputs.all_changed_and_modified_files }}"
& "C:\Program Files\SCUniversalUpload\SC_NewUniversalUpload.exe" "build" --repo "${{ github.workspace }}"
35 changes: 35 additions & 0 deletions CONTRIBUTING.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,35 @@
### Prerequsites:
- (extremely recommended) github Desktop, GitExtentions, or something similar
- knowing the layout of SE mod files
- enough space to download the entire git repo (~5gb)?

### Step 1:
- ``Fork`` this repository to a folder on your computer. Name it something like SCModRepository-Yourname. This is where your edits can be made, and is apparently how actual projects do it.

### Step 2:
- ``Make a branch`` for the changes you want to do on ``your local repository``. (i.e. SCModRepository-Yourname/BuffMyFavoriteGunPlease) Use your local repository's ``Main`` branch to keep in sync with starcore's ``Main`` branch, it makes edits much easier. You just click the button on github to sync it.

### Step 3:
- To test your changes ingame, Copy the mod you want to edit to your ``%Appdata%/SpaceEngineers/Mods`` folder.

### Step 4:
- Make your edits and throw it back in the repository folder. you can use the ``.bat file`` included in the repository to link your local Space Engineers mods with the ones in the repository.

### Step 5:
- Submit a pull request so that the branch can be merged into the SCModRepository/Main one.
- You can merge your PR yourself if you're confident, or ask for review. Once merged, the development version of the mod will automatically be updated.

Note - the `Main` branch is for the ModDev world, and `Stable` is for the primary combat and build worlds. `Stable` pushes are done in bulk after Test Tournaments.


***


## How does this work?
The repository contains a .github folder, Space Engineers mod folders, and a .gitignore file.
### .github folder:
- contains the instructions to the bot what to do after a "push", currently set to upload to the steam workshop after [SCUniversalUpload](https://github.com/StarCoreSE/SCModRepository/blob/main/.github/workflows/Aristeas%20NewUniversalUpload.yml) detects a change in a folder with a `modinfo_BRANCHNAME.sbmi` file.
### SE Mod folders:
- contains all the data that would load normally as an SE mod
### .gitignore file
- tells git what to exclude during a push (like .sln files in visual studio)
Original file line number Diff line number Diff line change
Expand Up @@ -159,13 +159,18 @@ internal class PointAdditions : MySessionComponentBase

["S_Armored_Laser_Block"] = 120,
["S_Chem_Laser_Block"] = 120,
["ScathisM77"] = 150,
["Impulse_Torch"] = 175,
["Flechette_DoubleBarrel"] = 200,
["Nariman_Dart_Turret"] = 225,
["Nariman_Dart_Turret"] = 245,
["Counter_Battery"] = 250,
["SolHyp_ArcStrike_Torp"] = 275,
["ArcStrike_Torp_Launcher"] = 275,
["Meson3_Turret"] = 300,
["Meson5_Turret"] = 600,
["PSP"] = 500,
["MagnaPulse_Gen"] = 400,
["SolHyp_Magnetic_Coilgun"] = 450,
["WCSentry_Hangar"] = 1000,



Expand All @@ -177,25 +182,25 @@ internal class PointAdditions : MySessionComponentBase
["AQD_LG_HydroThrusterL_ArmoredSlope"] = 50,
["AQD_LG_HydroThrusterL_Armored"] = 50,
["LargeBlockLargeHydrogenThrustIndustrial"] = 50,
["LargeBlockSmallHydrogenThrust"] = 15,
["AQD_LG_HydroThrusterS_ArmoredSlope"] = 15,
["AQD_LG_HydroThrusterS_Armored"] = 15,
["LargeBlockSmallHydrogenThrustIndustrial"] = 15,
["LargeBlockSmallHydrogenThrust"] = 10,
["AQD_LG_HydroThrusterS_ArmoredSlope"] = 10,
["AQD_LG_HydroThrusterS_Armored"] = 10,
["LargeBlockSmallHydrogenThrustIndustrial"] = 10,
["HugeHydrogenThruster"] = 200,

["LargeBlockLargeThrust"] = 20,
["AQD_LG_IonThrusterL_ArmoredSlope"] = 20,
["AQD_LG_IonThrusterL_Armored"] = 20,
["LargeBlockLargeThrustSciFi"] = 20,
["LargeBlockLargeModularThruster"] = 20,
["LargeBlockSmallThrust"] = 4,
["AQD_LG_IonThrusterS_Armored"] = 4,
["AQD_LG_IonThrusterS_ArmoredSlope"] = 4,
["LargeBlockSmallThrustSciFi"] = 4,
["SmallThrustSciFi"] = 4,
["LargeBlockSmallModularThruster"] = 4,
["AWGFocusDrive"] = 100,
["IonHeavyCovered"] = 100,
["LargeBlockLargeThrust"] = 10,
["AQD_LG_IonThrusterL_ArmoredSlope"] = 10,
["AQD_LG_IonThrusterL_Armored"] = 10,
["LargeBlockLargeThrustSciFi"] = 10,
["LargeBlockLargeModularThruster"] = 10,
["LargeBlockSmallThrust"] = 2,
["AQD_LG_IonThrusterS_Armored"] = 2,
["AQD_LG_IonThrusterS_ArmoredSlope"] = 2,
["LargeBlockSmallThrustSciFi"] = 2,
["SmallThrustSciFi"] = 2,
["LargeBlockSmallModularThruster"] = 2,
["AWGFocusDrive"] = 50,
["IonHeavyCovered"] = 50,
["AWGGG"] = 150,

["AQD_LG_AtmoThrusterS_ArmoredSlopeRev"] = 3,
Expand Down Expand Up @@ -762,9 +767,9 @@ internal class PointAdditions : MySessionComponentBase
["Caster_Reactor"] = 125,
["Heat_Heatsink"] = 10,
["Heat_FlatRadiator"] = 10,
["ActiveRadiator"] = 250,
["RadiatorPanel"] = 5,
["ExtendableRadiatorBase"] = 5,
["ActiveRadiator"] = 250,
["RadiatorPanel"] = 10,
["ExtendableRadiatorBase"] = 5,
#endregion
};

Expand Down
Original file line number Diff line number Diff line change
@@ -0,0 +1,119 @@
using Sandbox.ModAPI;
using System;
using System.Collections.Generic;
using VRage.Game.ModAPI;

namespace StealthSystem
{
internal class StealthAPI
{
/// Returns true if drive status was toggled successfully.
/// <param name="force">Ignore power requirements and overheat.</param>
public bool ToggleStealth(IMyTerminalBlock drive, bool force) => _toggleStealth?.Invoke(drive, force) ?? false;

/// Returns status of drive. 0 = Ready, 1 = Active, 2 = Cooldown, 3 = Not enough power, 4 = Offline
public int GetStatus(IMyTerminalBlock drive) => _getStatus?.Invoke(drive) ?? 4;

/// Returns remaining duration of stealth/cooldown.
public int GetDuration(IMyTerminalBlock drive) => _getDuration?.Invoke(drive) ?? 0;

/// Retuns active stealth drive on grid if one exists, otherwise returns null.
public IMyTerminalBlock GetMainDrive(IMyCubeGrid grid) => _getMainDrive?.Invoke(grid);

/// <param name="sinks">Collection to populate with heat sinks on grid.</param>
public void GetHeatSinks(IMyCubeGrid grid, ICollection<IMyTerminalBlock> sinks) => _getHeatSinks?.Invoke(grid, sinks);



private const long CHANNEL = 2172757427;
private bool _isRegistered;
private bool _apiInit;
private Action _readyCallback;

private Func<IMyTerminalBlock, bool, bool> _toggleStealth;
private Func<IMyTerminalBlock, int> _getStatus;
private Func<IMyTerminalBlock, int> _getDuration;
private Func<IMyCubeGrid, IMyTerminalBlock> _getMainDrive;
private Action<IMyCubeGrid, ICollection<IMyTerminalBlock>> _getHeatSinks;

public bool IsReady { get; private set; }


/// <summary>
/// Ask CoreSystems to send the API methods.
/// <para>Throws an exception if it gets called more than once per session without <see cref="Unload"/>.</para>
/// </summary>
/// <param name="readyCallback">Method to be called when CoreSystems replies.</param>
public void Load(Action readyCallback = null)
{
if (_isRegistered)
throw new Exception($"{GetType().Name}.Load() should not be called multiple times!");

_readyCallback = readyCallback;
_isRegistered = true;
MyAPIGateway.Utilities.RegisterMessageHandler(CHANNEL, HandleMessage);
MyAPIGateway.Utilities.SendModMessage(CHANNEL, "ApiEndpointRequest");
}

public void Unload()
{
MyAPIGateway.Utilities.UnregisterMessageHandler(CHANNEL, HandleMessage);

ApiAssign(null);

_isRegistered = false;
_apiInit = false;
IsReady = false;
}

private void HandleMessage(object obj)
{
if (_apiInit || obj is string
) // the sent "ApiEndpointRequest" will also be received here, explicitly ignoring that
return;

var dict = obj as IReadOnlyDictionary<string, Delegate>;

if (dict == null)
return;

ApiAssign(dict);

IsReady = true;
_readyCallback?.Invoke();
}

public void ApiAssign(IReadOnlyDictionary<string, Delegate> delegates)
{
_apiInit = (delegates != null);
/// base methods
AssignMethod(delegates, "ToggleStealth", ref _toggleStealth);
AssignMethod(delegates, "GetStatus", ref _getStatus);
AssignMethod(delegates, "GetDuration", ref _getDuration);
AssignMethod(delegates, "GetMainDrive", ref _getMainDrive);
AssignMethod(delegates, "GetHeatSinks", ref _getHeatSinks);
}

private void AssignMethod<T>(IReadOnlyDictionary<string, Delegate> delegates, string name, ref T field)
where T : class
{
if (delegates == null)
{
field = null;
return;
}

Delegate del;
if (!delegates.TryGetValue(name, out del))
throw new Exception($"{GetType().Name} :: Couldn't find {name} delegate of type {typeof(T)}");

field = del as T;

if (field == null)
throw new Exception(
$"{GetType().Name} :: Delegate {name} is not type {typeof(T)}, instead it's: {del.GetType()}");
}

}

}
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,7 @@
using StarCore.ShareTrack.HeartNetworking;
using StarCore.ShareTrack.ShipTracking;
using StarCore.ShareTrack.TrackerApi;
using StealthSystem;
using VRage.Game.Components;
using VRageMath;

Expand All @@ -20,6 +21,7 @@ internal class MasterSession : MySessionComponentBase
public static MasterSession I;
public static SharetrackConfig Config;

public StealthAPI StealthApi = new StealthAPI();
public HudAPIv2 TextHudApi;
public Action HudRegistered = () => { };

Expand All @@ -46,6 +48,8 @@ public override void LoadData()
_buildingBlockPoints = new BuildingBlockPoints();
TrackingManager.Init(); // Initialize TrackingManager, but don't start tracking yet

StealthApi.Load();

if (!MyAPIGateway.Utilities.IsDedicated)
// Initialize the sphere entities
// Initialize the text_api with the HUDRegistered callback
Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
Expand Down Expand Up @@ -351,6 +351,14 @@ public void UpdateHud()
camera.WorldMatrix.Forward);

var stealthed = ((uint)Grid.Flags & 0x1000000) > 0;

if (MasterSession.I.StealthApi?.IsReady ?? false)
{
var mainStealthDrive = MasterSession.I.StealthApi.GetMainDrive(Grid);
if (mainStealthDrive != null)
stealthed |= MasterSession.I.StealthApi.GetStatus(mainStealthDrive) == 1;
}

var visible = !(newOrigin.X > 1 || newOrigin.X < -1 || newOrigin.Y > 1 || newOrigin.Y < -1) &&
angle <= fov && !stealthed;

Expand Down Expand Up @@ -687,4 +695,4 @@ public float CurrentFieldPower
#endregion
#endregion
}
}
}
14 changes: 9 additions & 5 deletions README.md
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Expand Up @@ -9,16 +9,18 @@

In StarCore, teams build their own ships and battle for the spot of champion in a StarCore Tournament. They normally take place on Saturdays and are streamed live by one of several streamers over on Twitch (See #content-announcements in the StarCore Discord for more information). It's time to join the arena!

***

## Contribution guide

### prerequsites:

### Prerequsites:
- (extremely recommended) github Desktop, GitExtentions, or something similar
- knowing the layout of SE mod files
- enough space to download the entire git repo (~5gb)?

### Step 1:
- ``Fork`` this repository to a folder on your computer. Name it something like SCModRepository-Yourname. This is where your edits can be made, and is apparently how actual projects do it. You can do this in GitHub desktop by git cloning the url, or through the github website, with the "fork" button which you can then git clone to a folder on your computer where you can make changes.
- ``Fork`` this repository to a folder on your computer. Name it something like SCModRepository-Yourname. This is where your edits can be made, and is apparently how actual projects do it.

### Step 2:
- ``Make a branch`` for the changes you want to do on ``your local repository``. (i.e. SCModRepository-Yourname/BuffMyFavoriteGunPlease) Use your local repository's ``Main`` branch to keep in sync with starcore's ``Main`` branch, it makes edits much easier. You just click the button on github to sync it.
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- Make your edits and throw it back in the repository folder. you can use the ``.bat file`` included in the repository to link your local Space Engineers mods with the ones in the repository.

### Step 5:
- Submit a pull request so that the branch can be merged into the SCModRepository/master one.

- Submit a pull request so that the branch can be merged into the SCModRepository/Main one.
- You can merge your PR yourself if you're confident, or ask for review. Once merged, the development version of the mod will automatically be updated.

Note - the `Main` branch is for the ModDev world, and `Stable` is for the primary combat and build worlds. `Stable` pushes are done in bulk after Test Tournaments.


***


## How does this work?
The repository contains a .github folder, Space Engineers mod folders, and a .gitignore file.
### .github folder:
- contains the instructions to the bot what to do after a "push", currently set to upload to the steam workshop after the respective .yml file detects a change in the folder its looking for
- contains the instructions to the bot what to do after a "push", currently set to upload to the steam workshop after [SCUniversalUpload](https://github.com/StarCoreSE/SCModRepository/blob/main/.github/workflows/Aristeas%20NewUniversalUpload.yml) detects a change in a folder with a `modinfo_BRANCHNAME.sbmi` file.
### SE Mod folders:
- contains all the data that would load normally as an SE mod
### .gitignore file
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using ProtoBuf;
using VRage;
using VRageMath;

namespace CameraInfoApi.Data.Scripts.CameraInfoApi
{
[ProtoContract]
internal class CameraDataPacket
{
[ProtoMember(1)] public MatrixD Matrix;
[ProtoMember(2)] public float FieldOfView;
[ProtoMember(3)] public long GridId;

public MyTuple<MatrixD, float> Tuple => new MyTuple<MatrixD, float>(Matrix, FieldOfView);
}
}
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