Comments (15)
I think I can do that if it's okay, so at the same time I try see what the looks like.
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I have assigned you. Be sure to have a look at the styleguide.
from thrive.
Ok, thanks.
from thrive.
And ther's no Ogre standard class called agent-something used right?
from thrive.
Nope. Last I checked, all occurrences of "[aA]gent" are related to our agent compound concept.
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I've done it now, do I just click the green "New pull request" button?
from thrive.
Yep! From master to your branch, and we'll make sure everything is in order! btw. did you merge with master at any point? otherwise you'll want to do so and fix any new occurences of 'agent'.
I won't be able to look at it tonight tho.
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Ok. I don't think I merged with master at any point. Ain't pull requests for merging?
from thrive.
Merges can go in two directions. Pull requests are for getting your changes into master. What jjonj is talking about is the other direction - getting any changes in master since you branched back into your branch. The latter should usually only be done right before accepting the pull request.
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But won't that overide the changes that I made?
from thrive.
That's why it's called "merge", not "overwrite". Both changes are present afterwards. There will sometimes be conflicts where git can't figure out how to merge two divergent branches on its own, but it will tell the user about it and let them handle it.
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Ok
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Uhm, How do I make the merge? (https://github.com/ThrivingCheese/Thrive/pull/1)
from thrive.
You seem to have mixed two things up:
First thing is creating the pull request, this is done here on the Revolutionary-Games github, if you do it here you are requesting The official Thrives master branch to accept your feature branch into itsellf, instead of the other way around!
The second thing is merging master into your branch so your branch is up to date with the latest changes! This is not actually done with a pull request but by doing a "pull" with your local git installation, and pulling from the Revolutionary-Games master Thrive branch! Git will then tell you where it couldnt automatically merge the code together and you get "conflicts" which you will have to resolve by editing the files where it inserts something like:
<<<<<< HEAD
Your code version
=============
Other code version
>>>>>> Other branch
You needed to do both of these things (second one first) as well as "rebasing" which squishes all your commits into a single one so it looks cleaner when it actually gets merged into master.
It's all a rather complicated process, but it's what it takes to keep a project with a lot of people working on it, smooth.
Now regarding all the actual work here, since this issue appeared to die out, karthas077 did the renaming as he was already changing large parts of the code in his branch, so you wont need to do the process for this branch if everything goes smooth over there.
If you have any questions etc just ask, I'd be happy to help!
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ok, thanks.
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Related Issues (20)
- The game still randomly locks up in the C# code HOT 2
- Removed multicellular cell can incorrectly keep digesting things
- Editor screen fails to load anything randomly HOT 4
- Check useTopDownOrientation in SoundListenerSystem really was meant to use FromEuler HOT 5
- Unable to manually select the screen resolution HOT 1
- Zooming back in on the evolutionary tree doesn't work (zooming out works but can zoom out too far) HOT 1
- Game locks up randomly with message Error: Attempt to disconnect a non existent connection from 'root,Window#32044483792>' HOT 3
- Attempt to disconnect a nonexistent connection from `'root:<Window#32010929360>'. Signal: 'focus_entered', callable: ''.` HOT 1
- Make CompoundProgressBar into a tool script once possible
- Make CustomRichTextLabel a Tool script if at all possible to make editor edited GUIs show up better
- Going to the editor causes 160 new orphaned Nodes each time
- Add interface to TaskExecutor to allow non-allocating tasks to be used
- Floating chunks can spawn inside the player cell colony (which should be prevented)
- Create an icon to represent default organelle state / no upgrade selected HOT 9
- Question HOT 1
- Multicellular ingestion incorrectly checks capacity in lead cell
- Make tutorial lines update the player position more times per second (to reduce jitter)
- Investigate updating GenerateThreadedSystems to not require running through Godot (might be possible with Godot 4)
- Art gallery model viewer light doesn't work correctly when 3D main menu backgrounds are enabled
- Patch extinction GUI is sized wrong
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