add dialog keys for the critical error handler#991
add dialog keys for the critical error handler#991microlith57 wants to merge 6 commits intoEverestAPI:devfrom
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DashingCat
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I agree that adding dialog keys is better than hard-coding text in UIs, and from my testing this PR works as intended, both in English and other languages (which fallback to English text).
However the changes in CriticalErrorHandler.cs could be simpler.
The function PopulateDialog is not needed as Dialog.Get already uses the English language if the dialog keys are not translated in other languages (relevant code below).
Everest/Celeste.Mod.mm/Patches/Dialog.cs
Lines 184 to 199 in 33ad712
I will approve this PR once the changes in CriticalErrorHandler.cs are simplified.
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SnipUndercover
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Looks good, I just want to test before approving.
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| [Command("criticalerrorhandler", "open the critical error handler screen")] | ||
| private static void CmdCriticalErrorHandler() { |
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Do we want to allow changing the exception message?
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i don't think this is necessary; besides, if this accepted a string message then the message could only be one word long
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...i just realized i tested this but completely forgot to approve. awesome Though, one more review is necessary anyways so... |
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Looks good, I'd like Snip's comments to get resolved before approving though. |
just in case.
Co-authored-by: Snip <49392266+SnipUndercover@users.noreply.github.com>
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| private VirtualRenderTarget playerRenderTarget; | ||
| private bool UsePlayerSprite => !disablePlayerSprite && State != DisplayState.BlueScreen; | ||
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| private static bool canColonThree; |
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The name canColonThree is not very clear, another name like alreadyCrashed could be clearer.

:3