New settings: simplifiedRenderAlphaThreshold, simplifiedRenderInWorld…#1214
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kiberptah wants to merge 20 commits into
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New settings: simplifiedRenderAlphaThreshold, simplifiedRenderInWorld…#1214kiberptah wants to merge 20 commits into
kiberptah wants to merge 20 commits into
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…View, and more option for nearbyTilesRenderingDist Added options to change simplifiedRenderAlphaThreshold and disable simplifiedRenderInWorldView, added more option for nearbyTilesRenderingDist
probably on some other actions too but i don't know
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added change entity selector (questionable but i think default border is too thick and ugly and I wanted to make it thinner but couldn't since it is 1px post effect so i just removed border and left the transparent overlay that is very clean, maybe settings could have color seelctor for it but idk how) added option so camera won't reset to worls view far away when layer is changed (it is a problem when you try to align objects on different layers, for example doors that would be used to move from layer to layer) |
- EditAppSettings: replace custom onValueChange handlers with the standard onChange pattern. The old "if (v)" guards prevented saving when a checkbox was unchecked. Also clamp alpha threshold to 0-1. - editAppSettings.html: revert unrelated line-wrapping churn, give new settings human-readable labels, fix inverted description of the simplified world view render option. - WorldRender: restore missing autoTilesCache error check, restore upstream code style in the simplified render path, fix layer ordering in the full-resolution render path (TileGroup was appended on top instead of inserted below previous layers), drop leftover placeholder comments. - Editor/GenericLevelElementGroup: minor style and comment cleanup. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Each custom command now has an OS dropdown in the project settings. A command restricted to a specific OS is skipped (manual menu, after load, before/after save) when the project is opened on another OS. The `os` field is stored in the project JSON as a fork extension of ldtk.Json.CustomCommand; upstream LDtk ignores the unknown field, and projects without it default to "All". Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…he form Custom skinned selects (.advancedSelect) only showed the .option div carrying the 'selected' class, and picking a new value via SelectPicker never moved that class. Most settings masked this by emitting ProjectSettingsChanged (full form rebuild), but eg. custom command trigger/OS selects don't, leaving a stale label until the panel was reopened. Now the displayed option is refreshed from the underlying select value right after the change event. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Moving placed entities previously always stepped in grid increments, preserving any off-grid offset even with the grid disabled. Now entity-only selections move freely when the grid is off (G), and truly snap to the pivot-aware grid when it's on, matching the not-yet-placed entity preview. Grid cells and points still always move in grid increments. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The resize handles received mouse events before the selection tool and hijacked the cursor when hovered mid-drag, stalling entity movement. They are now inert and invisible while the selection tool is running, and reappear on release. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- Ctrl-click toggles a level in/out of a multi-selection; plain click collapses to single level; clicking empty space clears it. - Dragging over empty world space draws a marquee rectangle selecting every intersecting level (Ctrl adds to the existing selection). - Dragging any selected level moves the whole group. Only the anchor level snaps to grid/other levels, followers inherit its delta. - Ctrl+Alt-drag duplicates the entire selected group, the copies become the dragged selection. - Selected levels get the same yellow outline as the active level. - Selection is cleared/pruned on level removal, world switch and project reload. Group move/duplicate only applies to Free and GridVania layouts; Linear layouts keep their single-level reorder behavior. Pre-drag neighbours are captured per group member so render caches of formerly adjacent levels invalidate correctly on commit. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The active level always gets a yellow outline in world view, identical to the selection outline. Ctrl-clicking a selected level out of the group left it as the active level, so its border appeared stuck. Now the active role is handed to another remaining selected level. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ESC closes the WorldPanel modal, which exits world mode as a side effect. The new escExitsWorldMode app setting (enabled by default, preserving stock behavior) makes ESC a no-op when the world panel is the top-most modal. Dialogs stacked above it still close normally. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…ction Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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…View, and more option for nearbyTilesRenderingDist
Added options to change simplifiedRenderAlphaThreshold and disable simplifiedRenderInWorldView, added more option for nearbyTilesRenderingDist
Reasoning: simplifiedRenderAlphaThreshold tweaking allows high-transparency tilesets (e.g. chroma noir: v3x3d.itch.io/chroma-noir) to be rendered in simplified way (default value of 0.6 makes it so 99% of the tiles are not included)
simplifiedRenderInWorldView allows to disable simplified rendering at all and always render full resolution. On powerful system with low resolution tilesets this is just more comfortable to work with, there's no almost visual transition when switching to world view
more options for nearbyTilesRenderingDist so nearby rooms can be rendered in more details.