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Editor QoL Improvements (Toolbar, more shortcuts, ephemeral levels, visual improvements, etc.) #3287
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This editor mockup causes the locations of the grid on the level to be offset. I fixed this for tiles, but object positioning is all over the place. I could desperately use some help in that regard !!! |
2025-06-21.08-48-40.mp4Properties widget |
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isn't this similar, if not pretty much the same as my editor PR? |
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Can you post a new screenshot/video please ^-^ |
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@IniKiwi Demand and thou shall receive 2025-09-02.23-13-30.mp4 |
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MatusGuy
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While you're at it, please fix the autotile label. If the default autotile mode is on, when holding CTRL the label instructs the user to "Hold CTRL" which is confusing & misleading.
So, Instead of showing instructions, show the autotile state followed by a key label like (CTRL), e.g. "Autotile is active (CTRL)"
I have also in the past suggested using a color indicator in the bottom left corner of the screen (red=off, green=on) or some other symbol.
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Yes friend i'll see what I can do |
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Okay, so for the record: I would like to see buttons you can toggle on and off (which is pretty good for showing the current draw mode (pencil draw / box draw / similar thing replacement thing etc.) or for checking if autotile is on and off from the menu. |
Signed-off-by: Swagtoy <me@ow.swag.toys>
There are numerous crashes and bugs that have been occuring due to this commit. I think it just needs a little more time to bake in the oven. I'm sure we could get the feature in the door by the time 0.7 releases, but it's simply too risky to push out right before release since it involve too many critical backend changes. For now, we revert :( It's planned to put this back in after 0.7 releases though. This reverts commit 805d08b.
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Not sure what was being done here
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Oh shit that commit broke worldmap backgrounds fuck fuck oops fuck |
The new option to load the last edited level somewhat invalidated temporary levels
Request of frost a while back
[ci skip]
Signed-off-by: Swagtoy <me@ow.swag.toys>
Fixes saving a such; ~/Downloads/mylevel.stl would be mounted to /mylevel.stl before I'm wondering if the person who even wrote this code tested it
Co-authored-by: Marty <85036874+MatusGuy@users.noreply.github.com>
This converter was meant to be temporary for Nightly builds between v0.6.3 and v0.7.0. It is not needed for the release. [ci skip]
…ecker (#3038) `Transfer` is now a base class for two new derived classes: `FileTransfer` and `StringTransfer`. `FileTransfer` has the same functionality which `Transfer` had before - it writes received data to a file. `StringTransfer`, however, appends received data to a referenced string. These additions are also supported by WASM. A `StringTransfer`, which is requested by calling `Downloader::request_string_download()`, is now used for downloading the "supertux-versioninfo" file, used by the in-game release checker. Additionally: * WASM now supports downloaders, other than the `AddonManager` one, by providing a pointer to the current `Downloader`. * Support for parent `TransferStatusList`s has been added to all `Downloader` functions. * `ReaderDocument` now contains the `from_string()` static function, which is a convenience wrapper around `from_stream()`, where a stream, which only has the given string in its buffer, is provided. * Allows WASM to enable network to allow for downloading add-ons (release checking is still disabled). * Sets a `SUPERTUX_PACKAGE_VERSION_TAG` variable in CMake that provides a pure Git tag of the latest release, which allows the release checker (via "version.h") to easily compare versions (since the string doesn't contain the other "dev" and commit hash stuff that it has in Nightly builds). Closes #2627.
Clarifies that the option only takes effect if it's not Christmas time yet. If it's Christmas time, Christmas mode will be enabled either way. This option can only be enabled via a command line argument, so the option will only be shown on the menu if it's enabled. [ci skip]
…set time, no default mini text



This is a very early state experiment of mine that tries to clean up the level editor UI just a bit and tries to implement a proper UI workflow. I took heavy inspiration from Integrated Development Environment and any kind of sane toolbar-heavy application.
Here's the latest screencast of the current UI:
2025-06-15.11-24-21.mp4
TODO