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Initial tileset debugger #633
Initial tileset debugger #633
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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.
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docs/Modding/Tilesets/debugger.rst
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understand why something is rendering incorrectly or to understand how other | ||
tilesets work. | ||
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.. note:: |
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Do we specifically need this note? Its pretty obvious we like suggestions.
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I wanted to emphasize this because the direction it takes in its early days will directly affect the quality of the end result (unless we rewrite it three times)
For consistency with other images, as pointed out by jwrober.
Better wording of the note, move the limitation to the main text. Also switch to "attention". See longturn#633.
Requrested by @jwrober.
Better wording of the note, move the limitation to the main text. Also switch to "attention". See #633.
Better wording of the note, move the limitation to the main text. Also switch to "attention". See longturn#633.
Implements #632. It's not quite perfect yet; in particular, only tile-based drawing is supported (as opposed to corner- and edge-based). Darkness is corner-based; grid and borders are edge-based.
It looks like this:
Built on top of #450 and helped understand a bug spotted there.