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# editor
  • a

    aleok

    05/13/2022, 5:39 PM
    Nope, no issues
  • a

    aleok

    05/13/2022, 5:39 PM
    Hmm
  • a

    aleok

    05/13/2022, 6:26 PM
    @abraxas Why is
    tile_size
    a
    Vec2
    rather than an
    UVec2
    ?
  • a

    aleok

    05/13/2022, 6:26 PM
    tile size was the size of the tiles in pixels in the texture right?
  • a

    aleok

    05/13/2022, 6:26 PM
    Or is it the size in the world
  • a

    aleok

    05/13/2022, 7:18 PM
    We talked about that but I didn't understand you clearly
  • a

    abraxas

    05/14/2022, 3:49 AM
    Mainly because macroquad uses Vec2 for everything
  • a

    abraxas

    05/14/2022, 3:50 AM
    been a bit back and forth on what to use. The most correct thing to do is probably to use UVec2 (or Size) for such things. The argument for using Vec2 for everything, is less conversions
  • a

    abraxas

    05/14/2022, 3:51 AM
    but we should probably go for using the "correct" type over reducing conversions
  • a

    aleok

    05/14/2022, 7:25 AM
    Yeah, the float conversion can be done at the end
  • a

    aleok

    05/14/2022, 7:25 AM
    I assume that's not going to be a problem w the graphical rewrite though
  • a

    aleok

    05/14/2022, 9:25 AM
    Finished w the open/create map windows 😁
  • a

    aleok

    05/14/2022, 9:25 AM
    (Oops I forgot to change the title on the open/import one)
  • a

    aleok

    05/14/2022, 12:00 PM
    Import finished too!
  • a

    aleok

    05/14/2022, 12:03 PM
    Only three TODOs missing now: The object placement tool (Should be trivial), the background edit window (oof) and map zoom (which I really should've implemented earlier...)
  • a

    aleok

    05/20/2022, 11:22 PM
    It's done!! Now's the time for testing. If you're interested to see how it has turned out, simply navigate to your local fishfight clone and do the following:
    Copy code
    git remote add aleok https://github.com/aleokdev/FishFight
    git checkout aleok/new_editor_ui
    cargo run
    If you have any comments/issues to point out/criticism/missing features please post them either here or in the PR: https://github.com/fishfight/FishFight/pull/407 There are still a few things missing (Background edit window isn't quite finished) but it's ready for general testing and debugging. Note that gamepad and theme support will probably be done in a different PR as those tackle different parts of the codebase.
  • a

    aleok

    05/20/2022, 11:23 PM
    PD: Since the editor has been rewritten from the ground up, there might be a couple features I've completely missed. Please mention them if you find any! Some bugs may have unintentionally been fixed too :)
  • a

    aleok

    05/20/2022, 11:24 PM
    PD 2: The code might be a bit messy 😅 I haven't taken much time to clean it up lately. I'll fix it once abraxas fixes the refactor branch and I can merge with main.
  • a

    abraxas

    05/21/2022, 6:43 AM
    what happened to the tools api?
  • a

    abraxas

    05/21/2022, 6:46 AM
    it should really be possible to extend this, as we plan to add the editor to the engine, long term
  • a

    aleok

    05/21/2022, 7:15 AM
    Since the tools available were known at compile time i just replaced the selected tool by an enum.
  • a

    aleok

    05/21/2022, 7:15 AM
    What do you plan to extend?
  • a

    abraxas

    05/21/2022, 7:17 AM
    add tools in external code, for example
  • a

    abraxas

    05/21/2022, 7:18 AM
    this is why I said refactor, not redesign 🙂
  • a

    abraxas

    05/21/2022, 7:57 AM
    don't worry about this now, though. I will do a redesign of this when I move it out to core
  • a

    aleok

    05/21/2022, 9:16 AM
    Thank you 🙏 I was getting pretty anxious as I'd have to rewrite quite a bit of code
  • r

    revcord

    10/22/2022, 7:06 PM
    Channels are now connected!
  • u

    user

    10/27/2022, 11:51 PM
    The editor doesn't functionally edit the map yet, but check it out. We can already run a multiplayer game, and open the editor, having somebody play while somebody is editing. And nothing stops the other player from also going into edit mode or back and forth. https://files.revolt.spicy-lobster.katharostech.com/attachments/lBK2Tbvw9M6IIFAfyIP9PGepUopKrvMXmSjRHtuZlL
  • u

    user

    10/27/2022, 11:54 PM
    I didn't have to do anything special or even add any code to the editor after I got networking, which is one thing I really liked about designing the editor as a wrapper around the real, live game.
  • z

    Zyrafa

    10/28/2022, 9:29 PM
    damn, that's cool!!