| Commit message (Collapse) | Author | Age | Lines |
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The polygon room tool used a convoluted process for determining what the
user actually wants to draw. I have changed to the polygon graph
instead, which makes the checks easier and restricts the user a bit
less. In the process however I found a serious problem with my handling
float, so everything needed to change to margin compares (which I of
course should have done in the beginning. Guys, take the warning
seriously and don't ignore it for ten years like I did. It will come
back to haunt you.. apparently) instead of direct equality.
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Make walls join nicer in corners
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Before, the deletion tool was not targeting polygons. I also took the
liberty to broaden the functionality of the surface trait, which now can
check if a rectangle or polygon is contained.
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It's still kind of strange to use the polygon tool, but at least it
seems stable enough so I'm confident enough (and sick enough of it) to
release it into the wild.
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When adding the polygon room tool, a problem with drawing polygons
arised. Drawing a simple, but nonregular polygon is not something that
is supported by raylib, so further additions to the math library are
needed.
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The dimension indicators were drawn very for the blink of an eye when
starting a rect that comes after the first. This commit should fix that.
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0.5 was used as a magical number throughout the code for that until now,
which I now changed.
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Fixed the last warnings and ran clippy on the project. Fixed where
appropriate and taught clippy otherwise. Now runs through clean.
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The icon that would be placed next, but is not on the map was always
drawn once the icon-tool was activated once. This is no longer the case.
Also, the tool now saves the last icon that was selected and keeps the
rotation of it between placements, which I deemed more intuitive.
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In order to be able to save and load the map, a major rework of the code
seemed necessary, since Vector2 and Rectangle of raylib do not implement
serialize, and it seems cleanest to use the serialize/deserialize traits
of serde, to save for instance to RON. ToolShed was renamed to Editor,
since it should better show, that it does quite a bit more than harbour
tools. The map data is now centrally saved in the editor, instead of
decentralised in the tool structs.
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Walls were really hard to see, especially on High-DPI Monitors, so I
made them stand out more
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The wall tool is currently just one pixels lines, which must be changed
in the future, of course, but this is also to test changing between
tools.
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Sorry piston.. I really tried liking you, but I just couldn't :/
It's not you, it's me. What am I saying? It's you, sorry not sorry.
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