It was trying to do too many things. Also, the adjust tool is now free
to operate on actors, and can toggle the form of a number of them.
- Rearranged the palette to put colored tiles in canonical key order,
finally
- Expanded the size of the SVG overlay slightly so hover effects don't
get cut off at the level border
- Fixed some MouseOperation nonsense by simply using the same object
when the same operation is bound to both mouse buttons
- Added a verb and preview to the adjust tool, in the hopes of making it
slightly more clear what it might do
- Enhanced the adjust tool to place individual thin walls and frame
arrows
For example, you can now make connections with the connection tool.
Remarkable.
Unfortunately, implicit connections aren't updated as you edit the level
yet.
Also came with some refactors for searching a level and whatnot.
It now supports arbitrary regions! The tool itself still makes
rectangles, but you can shift-drag to add to the selection.
It also distinguishes visually between a floating selection and not, is
more easily visible against certain tile backgrounds and at small zoom
levels, and, I don't know, probably some other stuff.
You know. Lexy colors. Seems to make sense.
Also fixed several places I just hated the color scheme, such as the
hover color in popup menus and the title bar in dialogs. Woohoo.
- On small screens, the top two headers (with the pack + level names)
are now removed; instead the pack and level name are shown when
starting each level, and the buttons from those headers are moved into
a pause menu.
- The options, compat, and level browser dialogs were all reworked to
fit better on narrow screens.
- The level overlay has a more consistent layout and tries harder to not
draw in the middle, where the player generally is (except that the
mobile pause menu goes there, but oh well).
- The score tally at the end of a level is now less of a small table and
more of... more numbers, I guess?
- Links to the music source and author now open in a new window to
reduce risk of accidentally clicking them and losing your progress.
- A few obituaries were shortened, and several more were added.
- The game ending screen is now accessible on a touchscreen (oops).
- The pause and rewind buttons visually indicate when you're in that
mode, suggesting you can hit them again to switch to normal play.
- Touch controls are now relative to the player and only apply within
the game viewport.
- Disabled buttons look a bit less janky.
Still some work to do on this, but it's a pretty solid start.