* The rightmost column is now mostly dedicated to non-modifying operations – eyedropper and zoom are moved there, pushing the 3 palette buttons down in town mode.
* Set Starting Location and Set Town Boundaries moved from the menus into the toolbar.
* Place Same Creature and Place Same Monster removed, since placing a monster or creature no longer resets the mode, so you can place as many of the same one as you like.
* Erase Town Entrance removed – what is it even good for? Removing the entrance without removing the town terrain is nonsensical. A town entrance can now be erased just by painting over it.
* Copy Item, Copy Monster, and Copy Terrain added. The latter copies a rectangle of terrain.
* Paste Special is removed. Instead there's a generic Paste button which pastes whatever type of thing you copied last, whether it be a special, a monster, an item, or even some terrain.
* Horse and boat no longer share a row with road. Instead, some of the fields have been reshuffled, so now fields take up three rows (though not three complete rows)
The limit of 3 saved item rectangles has been removed - you can now add as many as you want.
However, the 1 per town limit is now strictly enforced.
The saved item rectangle is now shown with a cyan border when editing town.
fix for scrollbar segfaults
* fixes#206
* fixes broken mousewheel scrolling of the scenedit palette
* removed boost threads dependency
* added foundation for further refactoring of the drawing and event handling code: interfaces and drawable manager with layering
* removed a bunch of unneeded redraw calls
* removed some repeated recalculation of effectively constant values (boe.actions)
* removed recalculation of effectively constant scrollbar and button positions (boe.graphics)
Closes#251
This commit only updates the XCode project for the changes.
A later commit each will update it for scons and MSVC.
A few actual changes are mixed in:
- Add a prefix header for a handful of common definitions
- Moved current_cursor into the Cursor class as a static member
- Removed the make_cursor_sword and make_cursor_watch functions
- Include tests in the All target
- Remove redundant -l flags for Common and Common-Party (since they're included in the Link phases anyway)
This makes all loop index variables local to their loop and
fixes some issue arising from the loop variables being present
through the whole function, such as using the wrong index variable.
In addition, there has been some reduction of code duplication in
the scenario editor.
This includes an added optimization to the resource manager - it now uses unordered (hash) maps instead of ordered (tree) maps to keep track of loaded resources and paths, for the average constant lookup time.
Game:
- Roads now show on the automap again!
- Possible fix for undetected issue in displaying outdoor special spots
- Road conversion code for legacy scenarios now applied in towns too
Editor:
- New tool for placing roads, works the same as special dots
- Roads appear at all zoom levels
Other:
- Removed all terrain graphics that used the small road dot, replacing them with blank (white) space
- Make obvious out-of-bounds array accesses an error in the project settings