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Add a window for tileset debugging #632
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Some thoughts on this - the window should be disconnected from the client so you can move it to a second monitor from the main client. The spec files and associated line data should also be displayed for quick troubleshooting. Option to be in "development mode" and edit the spec file(s) in the window would also be pretty cool if the client would be able to refresh to see the change on the fly. |
Since it's going to interact quite a bit with the map view, make it a child of the view widget. See longturn#632.
The sprites drawn by each layer are shown. Offsets are not accounted for, and no reason is given for which sprites were selected. Some layers do not work (for instance, the grid); they probably require pedge or pcorner. See longturn#632.
This allows one to understand better what the layers are made of and how they works. See longturn#632.
The outline helps understand where sprites are drawn relative to each other. See longturn#632.
Since it's going to interact quite a bit with the map view, make it a child of the view widget. See longturn#632.
The sprites drawn by each layer are shown. Offsets are not accounted for, and no reason is given for which sprites were selected. Some layers do not work (for instance, the grid); they probably require pedge or pcorner. See longturn#632.
This allows one to understand better what the layers are made of and how they works. See longturn#632.
The outline helps understand where sprites are drawn relative to each other. See longturn#632.
Since it's going to interact quite a bit with the map view, make it a child of the view widget. See #632.
The sprites drawn by each layer are shown. Offsets are not accounted for, and no reason is given for which sprites were selected. Some layers do not work (for instance, the grid); they probably require pedge or pcorner. See #632.
This allows one to understand better what the layers are made of and how they works. See #632.
The outline helps understand where sprites are drawn relative to each other. See #632.
Since it's going to interact quite a bit with the map view, make it a child of the view widget. See longturn#632.
The sprites drawn by each layer are shown. Offsets are not accounted for, and no reason is given for which sprites were selected. Some layers do not work (for instance, the grid); they probably require pedge or pcorner. See longturn#632.
This allows one to understand better what the layers are made of and how they works. See longturn#632.
The outline helps understand where sprites are drawn relative to each other. See longturn#632.
Per a conversation on Discord, there is still some work to do on this one in a another pull request before it is complete. |
Any message with a level < LOG_FATAL is now saved so the user can have a look later on. This is in particular useful for terrain sprites, since they generate LOG_ERROR messages when missing. There are still many conditions under which a crash is the only solution. Related to longturn#632. Related to longturn#806.
Any message with a level < LOG_FATAL is now saved so the user can have a look later on. This is in particular useful for terrain sprites, since they generate LOG_ERROR messages when missing. There are still many conditions under which a crash is the only solution. Related to longturn#632. Related to longturn#806.
Is your feature request related to a problem? Please describe.
Understanding how the map is drawn is hard, partly because there is no tool to break down the sprites used to draw an arbitrary tile. Adding a tool to dissect existing tileset would help raise awareness of the map-drawing techniques employed by the various tilesets and be helpful for modders.
Describe the solution you'd like
A window with a button to can pick a tile to debug. Once a tile is selected, the list of sprites used to draw it is displayed.
Describe alternatives you've considered
None so far.
Additional context
Everyone agrees that making new tilesets is hard, especially terrain.
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