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Improving the usability of automappers #9512
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This looks very cool! |
I found an issue: How do I make it work for any automap that doesn't start with an additive rule? For example in basic_freeze.rules, it starts out with removing every unnecessary corner piece, resulting in: |
Code fixes to be squashed
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if(DoButton_Ex(&pIds[i], pName, 0, &Shifter, 0, nullptr, IGraphics::CORNER_ALL)) | ||
PopupSelectAutoMapReferenceInvoke(pProps[i].m_Value, Ui()->MouseX(), Ui()->MouseY()); | ||
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int r = PopupSelectAutoMapReferenceResult(); |
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r -> Result
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But it's r
everywhere else in the code. Should there be a seperate PR to focus on that soon?
hotfix Much cleaner hotfix Compile error fixes, to be squashed Error fixes to be squashed 2: electric boogaloo check_style fix to be squashed
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Summary
As of: Jan. 12, 2025:
This PR focuses on making the automapping feature much more manageable and flexible for mappers and map designers. The features included/planned are as follows:
Index 37; Pos 0 0 Index 1 Guide
(This will check the guide layer to see if that position if index 1, rather than the current layer.Index 2; Pos 0 0 Mod 2 2 0 1
(The Mod command will have 4 inputs: moduloX, moduloY, offsetX and offsetY)Examples:
automapper.demo.v1.mp4
What is the motivation behind this?
When making a map, a lot of people focus on mapping out in entities first, which can make decorating after very tedious. Mappers made a workaround that utilize a blank image, a,d if you copy the entire game layer onto the blank tile layer, there provides options for how you can filter out tiles. I find that very inefficient, and almost like a chore. I am making this with the same thought process behind all my other editor ideas: make maps easier. I am aware that you can decorate first and then copy that onto the game layer, but that feels like you have to decorate first in order to see if the map is playable. Game play should always come first!
Checklist
TODO:
Meta: