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Adds Split Personality path connector coloring and an option menu toggle to disable it.#9504

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Devlin1991 wants to merge 1 commit intoPathOfBuildingCommunity:devfrom
Devlin1991:SplitPersonalityPathHighlight
Open

Adds Split Personality path connector coloring and an option menu toggle to disable it.#9504
Devlin1991 wants to merge 1 commit intoPathOfBuildingCommunity:devfrom
Devlin1991:SplitPersonalityPathHighlight

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@Devlin1991 Devlin1991 commented Mar 2, 2026

Description of the problem being solved:

When a "Split Personality, Crimson Jewel" is socketed into the passive skill tree the node connectors are not rendered differently to identity the shortest path from class starting node like the game does.

Steps taken to verify a working solution:

  • Created a build which uses two Split Personality jewels at two different locations on the tree.
  • Visually confirmed that the paths to those jewels are still drawing using the default active connector coloring.
  • Added a new function to PassiveSpec.lua function PassiveSpecClass:GetShortestPathToClassStart(rootId) to calculate which nodes are on the path between a given node and the class start. The existing function PassiveSpecClass:SetNodeDistanceToClassStart(root) which is used to calculate the Split Personality multiplier only returns the distance so was not applicable here.
  • Added a new block to function PassiveTreeViewClass:Draw(build, viewPort, inputEvents) which checks for nodes which contain Split Personality jewels by looking for the jewelIncEffectFromClassStart variable on them, then feeds those nodes into GetShortestPathToClassStart and creates a table containing the superset of nodes on those paths called splitPersonalityPath
  • Added a new member to colorCodes called SPLITPERSONALITY with the color chosen by picking the middle tone from the PoE in-game split personality connector texture. It's a more complex texture and I wanted to avoid adding an entirely new set of connector textures for this commit, I may add it as a follow-up PR.
  • Added a new block to function renderConnector(connector) which checks if both nodes are in the splitPersonalityPath and if so changes the default connector color from white to colorCodes.SPLITPERSONALITY, this does not affect anything that previously overrode the default white color such as the compare mode or hover disconnection.
  • Added a new block to function PassiveTreeViewClass:Draw(build, viewPort, inputEvents) which checks if a node is in the splitPersonalityPath and if so changes the default node color from white to colorCodes.SPLITPERSONALITY, this does not affect anything that previously overrode the default white color such as the compare mode or hover disconnection.
  • Added a new option in Main.lua called showSplitPersonalityPath it defaults to true but can be disabled in the options menu under the "build-related options" submenu.

Link to a build that showcases this PR:

https://pobb.in/zZ8X9L54cb2b

Before screenshot:

image

After screenshot:

image New options menu checkbox: image Compare with tree removing the split personality jewel node image Compare with tree adding the split personality jewel node image Tree node mouse hover remove preview: image
…gle to disable it.

Signed-off-by: Andrew Devlin <devlin1991@googlemail.com>
@Devlin1991 Devlin1991 force-pushed the SplitPersonalityPathHighlight branch from 35d4f25 to 54a43e5 Compare March 2, 2026 02:51
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