- Changes to tiles are now stored in a plain object rather than a Map,
which it turns out takes up a decent bit more space.
- Changes to a tile's type or cell no longer need additional closures to
perform the cell movement.
- Less impactful, but changes to level properties are now stored as a
diff, not as a full set every tic.
This fixes CCLP5 level 25 (and I think one or two others) by introducing
a new item, the dormant bomb, which turns into a regular bomb when
something moves off of it.
Other accumulated tileset touchups that snuck in:
- Recolored the canopy to hopefully look more like a tent
- Lightened slime by one shade
- Made the custom green floor colors clash less, and lightened the
yellow floor grout
- Removed the shadow from the pause stopwatch, and lightened the other
two, to better distinguish their different behavior
- Added little rivets to steel walls
- Made the symbols on the sokoban blocks easier to see
- Lightened the blue and red keys to match the shade of the other two,
and also hopefully make them easier to see atop water and thieves
- Shrank the railroad crossing sign slightly
- Added laces to the hiking boots
- Added shading to the bowling ball
- Removed the shadows from the actor versions of the bowling ball and
dynamite
- Darkened the dynamite item to better distinguish it from active
dynamite
- Lightened the blue teleporter exit so it doesn't look too much like an
inactive red teleporter
- Improved the gradient on the beetle
- Made the hint tile look recessed like CC2, to better convey that it
blocks some actors
- Added art for some possible tiles: rainbow teleporter, toll gate, nega
heart, phantom ring, feather
Tileset options now identify the tilesets by their appearance, rather
than the fairly useless "custom 1" or whatever.
At last you can draw a tile without creating a renderer. Truly this is
the future.
Tileset conversion is still incredibly jank, but it does a fairly decent
job (at least at LL -> CC2) without too much custom fiddling yet.
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.