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feat(Chobby): add declarative sharing modes system#23

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keithharvey wants to merge 1032 commits intocombined_mod_optionsfrom
sharing_tab
Open

feat(Chobby): add declarative sharing modes system#23
keithharvey wants to merge 1032 commits intocombined_mod_optionsfrom
sharing_tab

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@keithharvey keithharvey commented Aug 23, 2025

My own copy of the BAR PR #23, which thanks to having cherry-picked mod options in it is noisy. This targets the modoptions branch.

@keithharvey keithharvey force-pushed the sharing_tab branch 3 times, most recently from 8400bc2 to f3fbabc Compare October 27, 2025 20:07
@keithharvey keithharvey force-pushed the sharing_tab branch 12 times, most recently from 22cbe19 to 3660660 Compare November 11, 2025 01:22
@keithharvey keithharvey force-pushed the sharing_tab branch 12 times, most recently from 3b1c0f4 to 0e8daa6 Compare November 20, 2025 19:35
@keithharvey keithharvey force-pushed the sharing_tab branch 2 times, most recently from 9c3b18a to 17e9892 Compare November 25, 2025 23:14
Ruwetuin and others added 25 commits March 16, 2026 18:18
…ond-all-reason#7137)

<!--
Fix: Prevent air units built with /nocost from remaining neutral
-->

### Work done
<!--
Modified unit_neutral_fix.lua to address a race condition occurring when
units are finished instantly via the /nocost cheat. The logic now
utilizes a GameFrame queue to ensure SetUnitNeutral(unitID, false) is
called effectively after the unit has fully initialized in the engine.
-->

<!-- If relevant
#### Addresses Issue(s)
- Issue URL
-->

<!-- If relevant
#### Setup
NA
-->

#### Test steps
Queue any aircraft while /nocost is active.

Expected Result: The unit finishes instantly and, upon exiting the lab,
transitions correctly from neutral (gray) to the player's team (standard
health bar).

Verification: Confirm the unit is immediately targetable and
controllable as a standard unit.

<!-- If relevant
### Screenshots:
NA
#### BEFORE:
(screenshot from master)

#### AFTER:
(screenshot from branch)
-->

<!-- If relevant
### AI / LLM usage statement:
I used Gemini to check over my code and make all necessary adjustments.
It helped ensure the fix correctly addressed the race condition and
strictly followed the BAR performance guidelines (caching engine calls,
avoiding table churn, and using the proper GameFrame queue logic).
-->
…ond-all-reason#6350)

- Change `ColorIsDark()` to use the Y' luminance from CIE XYZ to detect darkness
- Adjust the outline size and weight in `camera_player_tv` widget to better handle white outlines
- For `gui_advplayerslist`, the white outline on this UI looks awful, so I kept the old `ColorIsDark()`. I tried to play with the outline weight and size, but [the results are pretty bad](https://github.com/user-attachments/assets/87b64b03-ee1a-4339-8951-011733aee0a0).
…sport giving a load/unload command) (beyond-all-reason#6351)

Have the AllowCommand gadget call-in return false if the selected unit isn't a transport for the commands CMD_LOAD_UNITS and CMD_UNLOAD_UNITS
Include the Lux package manager so that we can manage packages. Updates the README and adds core testing dependencies. Lux seems like it is set to become the de facto package manager for lua and it is also not luarocks.
Add a set of configuration defaults, CI, and mocks/builders for the busted unit testing framework with an example spec. Updated the readme with installation instructions and examples.
…er surface (beyond-all-reason#6982)

It's been reported that Brimstone (corfship) ship is considered untargetable by emp units (like Shurikens).
The issue here stems from the fact we disallow EMPing targets that are below water's surface level (y <= 0). When floating on the surface Brimstone has a constant y of -1.
…d-all-reason#6984)

Add queueing support to transport factory guard. Before, it would drop everything and activate the ferry immediately. Now, it supports queueing the guard.

Add an option for the ferry to ignore units that were given an explicit user command while being built.

Remove the old transport AI option, since this ferry thing supersedes it, and is better.
…7119)

In the Umbrella unit script, set the isOpen flag earlier to avoid !isOpen animations running when trying to open and fire the anti-nuke. The same change also prevents various Stop orders (and engine behaviors that emulate them) from causing similar contention between animations.
We can now send many named variables to interpolation and as long as we're using the named parameter pattern instead of the string interpolation pattern we're fine to send too many.
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