Details
| Participant | Role | Time Spent | Comments | Latest Comment |
|---|---|---|---|---|
| Author | 43m | 1 | I moved the loading of the bio_skill_mods.lua file to Cra... | |
| Moderator | 1m | |||
| Reviewer - 0% complete | ||||
| Reviewer - 100% complete | 15m | 1 | This type of data does not belong in the object. It shoul... | |
| Reviewer - 0% complete | ||||
| Reviewer - 0% complete | ||||
| Reviewer - 0% complete | ||||
| Reviewer - 0% complete | ||||
| Reviewer - 2% complete | 6m | |||
| Total | 1h 4m | 2 |
- Files: 43
-
Patches:
- clothingBioTissues.patch: (anchored to : / )
- clothingBioTissues2.patch: (anchored to swgemu : core3/branches/unstable/MMOCoreORB/ )
- clothing_bio_tissues3.patch: (anchored to swgemu : core3/trunk/MMOCoreORB/ )
Objectives
[Added] Clothing Bio Tissues can now be crafted with proper skill mods and are properly passed onto clothing components and then on to clothing.
Known issue: when crafting the tissues pre-assembly, the crafting pane still lists the skill mods as Mod Five, etc. The correct skill mods display properly once assembly is complete.
I'm really not sure how to change the display at that first step.
Second patch Update: I removed some extraneous debugging code and some experimental code I had commented but forgot to remove before uploading the first time. I also included TangibleObject.h and TangibleObject.cpp which were omitted from the first patch.